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	<id>https://d20futurepath.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=99.91.0.249</id>
	<title>FuturePath - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://d20futurepath.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=99.91.0.249"/>
	<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Special:Contributions/99.91.0.249"/>
	<updated>2026-05-03T22:11:32Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.3</generator>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Introduction&amp;diff=2819</id>
		<title>Introduction</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Introduction&amp;diff=2819"/>
		<updated>2016-01-24T02:12:52Z</updated>

		<summary type="html">&lt;p&gt;99.91.0.249: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
A cold opaque panel seamed to effortlessly separate Sarah from the dead of space. From her view she saw the latest planet ravaged. The console lights up. An electronic voice comes through the speaker informing the ships crew of the decent path. Sarah looks at her new found friends. An odd group of desperates. She seamed to fit right in poor, desperate and not a care in the Ring for law. Credits are what talks and it can also feed those who are willing to listen and lots of Credits was being offered to whomever could figure out what was causing these planet wide disasters. The crew was bumped around as the ship entered the atmosphere. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Good Lord keep this ship steady!&amp;quot; Spouted Bochvlec. A angry looking human with Russian decent. The pilot seamed to ignore his comrade as she concentrated on the many lights flashing red on her console. Sarah noticed the pilot was more adjudicated more then usual. Things did not appear to be going as planed. The opaque panel was now hot and it was impossible to see beyond a big red blur. The Pilot turns to the rest of the crew. &amp;quot;Hold on this is going to only get worse!&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Sarah was shacked awake by a crew member. &amp;quot;Here quickly the air here is not good for most species!&amp;quot; and he shoved a mask on Sarah&#039;s bloody face. She struggled to stay conscience and held onto a familiar voice. Bochvlec yelling somewhere off in the distance. &amp;quot;Of all the dammed places! All the places in the Ring it has to be this planet! This system!&amp;quot;. &amp;quot;Its not all bad sir!&amp;quot; Another far off voice said. &amp;quot;We got our lives at least and they know where he landed&amp;quot;. &amp;quot;Don&#039;t you get it you idiot! This is a ravaged planet! It&#039;s no longer habitual!&amp;quot;. &amp;quot;But sure what about the people that told use the decent path? They must know we crashed!? Right?&amp;quot;. &amp;quot;Likely its there decent path that caused us to crash! They probably want to remove any competition of finding out the secret of what’s causing all the devastation.&amp;quot; His voice become much more clear and Sarah&#039;s eyes opened again to see Bochvlec&#039;s bearded face directly in front of hers. He lifted her up after checking her mask. Turned and faced the rest of the crew. &amp;quot;Listen up! These planets that are ravaged. They say strange life forms appear, strange monsters. We where suppose to land in a safe zone in the middle of the colony. We gotta get there by foot and we gotta do it quick before these creatures appear. Lets move out!&amp;quot;&lt;/div&gt;</summary>
		<author><name>99.91.0.249</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Space_Ships&amp;diff=2552</id>
		<title>Space Ships</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Space_Ships&amp;diff=2552"/>
		<updated>2015-12-26T06:56:28Z</updated>

		<summary type="html">&lt;p&gt;99.91.0.249: /* Ship Quirks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
This page is for rules on Building, repairing, buying and selling of Space craft within the Future Path universe. For rules on combat in a Star ship go [[Combat#Space_Combat|here]]. For rules on piloting and exploration with space ships go [[Transportation|here]]&lt;br /&gt;
&lt;br /&gt;
== Space Craft Categories ==&lt;br /&gt;
&lt;br /&gt;
There are two distinctive aspects to space craft. Its Hull size and Hull configuration. The Hull the primary foundation too a Space Craft. All other aspects are derived from a crafts Hull. When building a ship or trying to price the ship out the price is first based on its size. Then its configuration (if it has one). Configurations determines what purpose the craft has and different hall configures can allow access to different things thus changing the price. Configuration may also determine the [[Wealth_and_Money#Procure_Difficulty|procure difficulty]]. &lt;br /&gt;
&lt;br /&gt;
=== Hull Sizes ===&lt;br /&gt;
&lt;br /&gt;
Below is a table of Hull sizes. All hulls must fit within these sizes. Sizes are here to represent the number of squares that a craft will take up in space. Much like a character taking up a 5ft square of personal space craft also have the same personal space except they are in 500ft blocks instead. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Sizes&lt;br /&gt;
! Size&lt;br /&gt;
! Size&amp;lt;br /&amp;gt; Modifiers&lt;br /&gt;
! Armor&amp;lt;br /&amp;gt; Bonus&lt;br /&gt;
! Weapon Size&amp;lt;br /&amp;gt;Hard Points&lt;br /&gt;
! Sq ft&lt;br /&gt;
! Num of Squares&lt;br /&gt;
! Base Price&lt;br /&gt;
! Support Life&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Colossal|| –8 || +6 || Huge / 10 || ~32,000+ ft || 64+ squares || 12 Million  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan|| –4 || +2 || Large / 10 || ~18,000+ ft || ~36 squares || 4 Million || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Huge|| –2 || +1 || Large / 8 || ~8,000+ ft || ~16 squares || 1.8 Million || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Large|| –1 || 0 || Medium / 8|| ~2,000+ ft || ~4 squares || 800,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Medium|| +0 || 0 || Medium / 6|| ~500+ ft || ~1 squares|| 200,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Small|| +1 || 0 || Small / 4 || ~250+ ft || 4 per sq || 50,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Tiny|| +2 || -1 || Small / 2|| ~125+ ft || 16 per sq || 20,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Diminutive|| +4 || -2 || N/A / 3 || ~75+ ft || 64 per sq || 10,000 || No*&lt;br /&gt;
|-&lt;br /&gt;
|Fine|| +8 || -6 || N/A / 2 || &amp;lt;75 ft || 256 per sq || 5,000 || No*&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;8&amp;quot; | *Emergency Craft/Escape Pods Only can support life and be this small.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Anything more then ~60,000 square feet, 18,000 meters in size is consider Super Colossal and can only be a ship with exceptions from the GM. It would be considered a station. Even if the station has the ability to move around in the universe of Future Path no craft of that magnitude could preform Faster Then Light travel using a system completely self contained. In order to travel fast distances a &#039;ship&#039; that size would have to be moved by an external source. Also attacking a ship or structure of that size would be considered as attacking a station and thus different modifiers apply.&lt;br /&gt;
&lt;br /&gt;
== Space Craft Attributes ==&lt;br /&gt;
&lt;br /&gt;
Hull Size determine points that are given to 6 Main Attributes These 6 Main Attributes are similar in nature to a Characters 6 Ability scores. However not every Attribute is a perfect pairing to a Character&#039;s ability score. Some stats are more like a skill. Players spend points on the 6 Main Stats similar to character creation alternative rules. Below is the 6 Attributes and a summary.&lt;br /&gt;
&lt;br /&gt;
There are also additional Statistics that will be reviewed below in the [[Space_Ships#Secondary_Ship_Statistics|Secondary Statistics]] section.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-right: 10px;&amp;quot;&lt;br /&gt;
|+Table: Tech Level Bonuses&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Tech Level&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 0 || -5&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 2 || +5&lt;br /&gt;
|-&lt;br /&gt;
| 3 || +10&lt;br /&gt;
|- &lt;br /&gt;
| 4 || +15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
; Engines:&lt;br /&gt;
: Like Strength. Engines are the heart of a ship. Engines can add bonuses to Combat Manoeuvres as well as certain Ship Feats.&lt;br /&gt;
; Mobility:&lt;br /&gt;
: Like Dexterity. Can add bonuses to AC, Initiative and bonus bonuses to Tactical Speed. &lt;br /&gt;
; Amour:&lt;br /&gt;
: Like Constitution. Can add bonuses to AC and extra Hit Die&lt;br /&gt;
; Electronics:&lt;br /&gt;
: Like Intelligence. Provides bonuses to Manoeuvres and ship functions that uses electronic upgrades.&lt;br /&gt;
; Sensors:&lt;br /&gt;
: Like Wisdom. (The Character skill Perception uses Wisdom). This provides bonuses to the ship sensors giving it better abilities to scan and find things in space.&lt;br /&gt;
; Communications:&lt;br /&gt;
: Like Charisma. Adds to a Characters Charisma bonus while attempting to communicate to other ships. Also enhances the range of communication systems and makes it hard to jam. &lt;br /&gt;
&lt;br /&gt;
All ships start with 15 points that a Player can spend on customizing the ship. More points can also be gained based on the Tech Level the Space Ship. Please review the chart too the right. &lt;br /&gt;
&lt;br /&gt;
Bonus points can also come from Characters who can provide bonuses based on there Craft skills. Each of the main 6 Attributes is associated with a kind of Craft skill. High enough in the associated craft skill can provide bonuses too that Main Stat. More on this in the Space Ship crafting section.&lt;br /&gt;
&lt;br /&gt;
Lastly additional points can be provided by Hull Configurations. Different configurations provide bonuses and special abilities that help make the ships stand apart from one another. Some of the bonuses come in the forum of additional points.&lt;br /&gt;
&lt;br /&gt;
=== Spending Points ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-right: 10px;&amp;quot;&lt;br /&gt;
|+Table: Ability Score Costs &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Score&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 7||–4&lt;br /&gt;
|-&lt;br /&gt;
| 8||–2&lt;br /&gt;
|-&lt;br /&gt;
| 9||–1&lt;br /&gt;
|-&lt;br /&gt;
| 10||0&lt;br /&gt;
|-&lt;br /&gt;
| 11||1&lt;br /&gt;
|-&lt;br /&gt;
| 12||2&lt;br /&gt;
|-&lt;br /&gt;
| 13||3&lt;br /&gt;
|-&lt;br /&gt;
| 14||5&lt;br /&gt;
|-&lt;br /&gt;
| 15||7&lt;br /&gt;
|-&lt;br /&gt;
| 16||10&lt;br /&gt;
|-&lt;br /&gt;
| 17||13&lt;br /&gt;
|-&lt;br /&gt;
| 18||17&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Just as in the alternative rules for Character Creation found [[Character_Creation_and_Advancement#Alternate_Ability_Score_Rules|here]]. The Player has to spend points on the 6 Main Stats that they want to see increased. The cost stacks. Meaning that if you want a +2 in Engines you have to pay for the +1 and +2 costs. So that it will cost a total of 3 points. For the Fine, Diminutive and Tiny sized crafts that start out at 9 instead of 10 simply shift the costs down one. So going from a 9 to a 10 will cost 1 point and 10 to 11 cost an additional 2 points and so on. &lt;br /&gt;
&lt;br /&gt;
;Example of spending points:&lt;br /&gt;
: You have a Tech 1 Medium sized Hull and you want to spend points on your Communications. That mean you have 15 points to spend. You also want better Mobility and Engines. So you put a +1 in Mobility and a +1 in Engines. Each will cost 1 point. However your main concern is Communications sense this is a ship for your Diplomat. You want to have +3 for Comms. This requires the 1 point for +1 and then another cost of 2 points for +2 and finally 3 points for the +3. You have to spend all 6 points to get the +3 bonus too Comms. In total you have spent 5 points and have 10 points left. You can keep going till you have spent all points.&lt;br /&gt;
&lt;br /&gt;
== Space Ship Default Statistics ==&lt;br /&gt;
&lt;br /&gt;
Each Hull Size has default values for the ship Statistics. Much like a Hero Base Class. Below is the default information below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Statistics&lt;br /&gt;
! Size&lt;br /&gt;
! AC&lt;br /&gt;
! Hit Die&lt;br /&gt;
! Shields&amp;lt;br /&amp;gt;Multiplier  &lt;br /&gt;
! Cargo Capacity&lt;br /&gt;
! Passenger&amp;lt;br /&amp;gt;Capacity&lt;br /&gt;
! Weight&lt;br /&gt;
! Cost&amp;lt;br /&amp;gt;Procure Diff&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Colossal || 8 || 30d12 || DR 15 / Mod 5 || 128,000 Units || 324  || 32,400 Tons || 36 Million / 4&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan || 8 || 24d10 || DR 10 / Mod 4 || 32,000 Units || 108 || 10,800 Tons || 12 Million / 3&lt;br /&gt;
|-&lt;br /&gt;
|Huge || 9 || 18d10 || DR 7 / Mod 4 || 8,000 Units || 36 || 3,600 Tons || 4 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
|Large || 9 || 16d8 || DR 5 / Mod 3 || 1,920 Units || 12 || 360 Tons || 320,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
|Medium || 10 || 12d8 || DR 4 / Mod 3 || 480 Units || 4 || 120 Tons || 160,000 / 0 &lt;br /&gt;
|-&lt;br /&gt;
|Small || 11 || 8d8 || DR 3 / Mod 2 || 70 Units || 2 || 40 Tons || 80,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Tiny || 11|| 6d6 || DR 2 / Mod 2 || 16 Units || 0 || 4 Tons || 32,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Diminutive || 12 || 4d6 || DR 2 / Mod 2 || 4 Units || 0 || 2 Tons || 16,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Fine || 12 || 2d6 || DR 2 / Mod 2|| 1 Unit || 0 || 1 Ton || 8,000 / 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The AC in the chart above is the total after the Size Modifier is applied. &lt;br /&gt;
&lt;br /&gt;
The Shield column has both the Damage Reduce provided by the base shields as well as the multiplier that is used with the ship&#039;s Shield Statistic. Learn more about ship Shields in the following section.  &lt;br /&gt;
&lt;br /&gt;
The Cargo Capacity is measured in Cargo Units. This is a generic way to loop both volume and weight into a single unit. This represents the maximum extra volume and weight a ship can carry. Each Unit is 100Lbs and 1x1x1ft square of volume. Going over this unit amount will cause the ship to be over burdened. Which will cut Tactical Speed in half as well as Transpiration speed. The maximum a ship can actually carry is twice the Unit amount. However that is if there are no passengers other then the necessary crew. As every spare room and all the hallways will filled with cargo containers. &lt;br /&gt;
&lt;br /&gt;
The prices in the above graph already include the procure difficulty. Procure Diff  and price can increase due to Hull Configurations and customizations.&lt;br /&gt;
&lt;br /&gt;
== Ship Statistics ==&lt;br /&gt;
&lt;br /&gt;
Besides the 6 Main Attributes ships have other Statistics as well. Just like a Character has stats that are effected by there ability scores these stats can be effected by the 6 Main Attributes. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Craft Statistics&#039;&#039;&#039;:&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Attack Damage Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| The Attack Damage Bonus effects the damage roles provided. It is equal to 1/2 the Engine Mod round down. It is added to the total damage of each weapon fired.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Combat Attack Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| This effects the ships ability to preform tactical manoeuvres and abilities. It is effected by the Engine Mod.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Combat Defence Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| This effects a ships chance of being effected by an enemies tactical manoeuvres or abilities. It is 10 + Engine Mod + Mobility Mod + Misc Mod&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Hit Die:&lt;br /&gt;
|-&lt;br /&gt;
| Hit Die and number of Hit Die are provided by the Hull Size of the craft. However Hull Configuration can change this as well. The ship also gets bonus Hit Dice based on the Armor Mod.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Initiative:&lt;br /&gt;
|-&lt;br /&gt;
| Initiative effects the order of combat as well as determining who goes first in a stand-off. The total is: (Mobility + Sensors) - Armor.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Shields:&lt;br /&gt;
|-&lt;br /&gt;
| Shields is a ships Damage Reduction. A ship doesn&#039;t have to have shields. Having shields usually causes negative effects along side the positive ones. Base shield damage reduction and its modifier are provided by a shields Hull Size and possibly its Configuration. However this can be further modified by the Electronics Mod. The new total is: Base Shield DR + Modifier * Electronic Mod. &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Targeting Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| This effects the Accuracy check for a ship to determine if its weapons are on target. This total is added to d20 accuracy check rolls. The total is: Mobility Mod + Sensors Mod&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Below are things that cannot be effected by the 6 Main Attributes. They are provided by default from Hull Size/Configuration. However some modifications done by Characters such as installing gadgets or upgrades that can change the below stats. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Misc Statistics&#039;&#039;&#039;:&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Cargo Capacity:&lt;br /&gt;
|-&lt;br /&gt;
| Provided by the Hull Size this attribute can be modified by the Hull Configuration as well as by the Players that may want to modify there ship to hold more. More unit space is provided by converting bays into cargo holds. Each bay adds 1/4 of the default cargo space of the Hull Size of the ship. So if the ship is a medium size hull then converting one of the bays would provided an additional 120Units of space.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Cost/Procure Diff:&lt;br /&gt;
|-&lt;br /&gt;
| This is the cost of and procure diff of the ship. It is always nice to record what you paid for the ship. Or what your appraisal of the ship might be. The GM might tell the Players what the ship is worth if they find it. However the GM might not. The Characters may have to roll checks to appraise the ship.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Crew:&lt;br /&gt;
|-&lt;br /&gt;
| This is a place to record who is the crew of the ship and what there bonuses are. If one of the crew takes over piloting for example you can look here to find there pilot bonus so you do not have to re-write it.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Dimensions/Weight:&lt;br /&gt;
|-&lt;br /&gt;
| Simply a place to record its size. The only requirement here is that you record the Squares that the ship officially occupies which is based on size. However specific dimensions of the ship so that players can get a sense of the ships look and feel is always a nice touch of detail! &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Passenger Capacity:&lt;br /&gt;
|-&lt;br /&gt;
| Ships can carry crew and passengers. This capacity refers to the total number of people that require life support on board the ship. However passenger count is not the same as the required amount of crew members to manage a ship. Ships can run on a surprisingly small number of crew members due to advanced automation technology. It makes no sense to carry more &#039;meat bags&#039; that could die at any moment into the harassed place in the universe. In order to carry more then the average necessary crew of 8 (only applies for ships that have a higher passenger count then 8) a ship needs Passenger Bays installed. If all available bays are installed then the maximum amount passenger capacity is reached + the crew. This is dictated by the Hull Size. &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Pilot Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| This is the Mobility Bonus of the ship plus the Pilot Dex Mod if applicable. &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Pilot Dex Mod:&lt;br /&gt;
|-&lt;br /&gt;
| This is the Dex Mod of the Pilot. This only is applied if the Pilot has the [[Pilot|Pilot]] skill. &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Name:&lt;br /&gt;
|-&lt;br /&gt;
| Of course a ship has to have a name! &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Summary Design Specs:&lt;br /&gt;
|-&lt;br /&gt;
| A summary including Hull Size/Configuration/Quarks and other interesting tid pits of info. Such as history of the ship and what not. This is a nice place to add detail and &#039;character&#039; to the ship. Kinda like giving a character a backstory this is where one would record such things.  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Hull Configurations ==&lt;br /&gt;
&lt;br /&gt;
Below is a table with common Hull configurations of the Future Path Universe. Further below is more detailed description of the crafts. Different configurations supply different bonuses to help to stylise the Space Craft. Below the table is a more detailed list of the Hull configurations and there bonuses.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Configurations&lt;br /&gt;
! Configuration&lt;br /&gt;
! Avg. Size &lt;br /&gt;
! Avg. Price&amp;lt;br /&amp;gt;Procure Diff&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Barges || Medium || 250,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Battle Cruisers || Large || 400 Million / 3&lt;br /&gt;
|- &lt;br /&gt;
| Battle Ships || Huge || 800 Million / 4&lt;br /&gt;
|-&lt;br /&gt;
| Capital || Colossal || 20 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Carriers || Gargantuan || 8 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Cruisers* || Medium || 20 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Drones* || Diminutive || 10,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Destroyers || Medium || 25 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Dreadnoughts || Gargantuan || 2 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Fighters || Small || 500,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
| Frigates || Medium || 2 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Freighters || Huge || 4 Million / 1&lt;br /&gt;
|-&lt;br /&gt;
| Industrial || Large || 1 Million / 0&lt;br /&gt;
|-&lt;br /&gt;
| Shuttles || Small || 50,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;3&amp;quot; | *Prices vary wilding depending on application. The name doesn’t &amp;lt;br \&amp;gt;necessary imply military application and vice-a-verses.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Barges:&lt;br /&gt;
: The &#039;pack mule&#039; of the galaxy. The barge is the most common cargo transport ship in existence. Many different corporations create different configurations from hauling every day goods, to people, to extremely volatile substances. Many young adventures found themselves starting out in some capacity aboard a barge. Not the most heroic place to start out with but there is sort of a romantic underdog appeal to the barge. This is probably helped by the fact that they can be found in every corner of the galaxy making them a dime a dozen and the Hull is pretty customizable. Which attracts all sorts of different types of people. Many of a raider or pirate uses a heavily modified Barge Hull to be a weapon against other ships of its like in lawless space.&lt;br /&gt;
:*Dis-Advantages: -2 to Mobility, -3 Hard Points&lt;br /&gt;
:*Advantages: +2 Bays (Both are forcefully converted into Cargo Holds) as a 240Units of Cargo Space, Super Common Bonus -1 to Procure Diff and 50% less time/cost to repair&lt;br /&gt;
&lt;br /&gt;
;Battle Cruisers:&lt;br /&gt;
: A standard in most military fleets these larger, heaver counter parts to the Cruiser are powerful heavy hitting machines of death. While BattleShips dominate the heavens with impressive presence of power. The BattleCruiser is what gives a military its flexibility. Smaller and generally faster most militaries use these ships as a counter for smaller ships and a less expensive solution to dealing with small scale pirates and bandits.  &lt;br /&gt;
:*Dis-Advantages: Cargo Capacity is 480Units, Passenger Cap is 8, -5 Attribute Points&lt;br /&gt;
:*Advantages: +2 Electronics, +2 Mobility, +1 Non-Weapon Hard Point&lt;br /&gt;
&lt;br /&gt;
;Battle Ships:&lt;br /&gt;
: These terrifying ships are massive war machines and are usually the backbone of militaries. These machines can be used to fight other BattleShips while also grouping up to take on larger objects. Considered necessary for any large scale conflict in space these expensive massive machines are a must have.&lt;br /&gt;
:*Dis-Advantages: Cargo Capacity is 1,920Units, Passenger Cap is 12, -5 Attribute Points&lt;br /&gt;
:*Advantages: +2 Engines, +2 Armor, All weapons gain the &#039;Barrage&#039; mode for free.&lt;br /&gt;
&lt;br /&gt;
;Capital:&lt;br /&gt;
: So massive they are sometimes mistaken for stations these epic craft seam to defy logic as they effortlessly float in the heavens. Any military or civilization attempting to prove itself to others may build these behemoths. Usually Capital ships are not used to fight directly in combat but as a base of operations and control. Thus some consider them nothing more the propaganda and an expensive fear machines. Most Capital ships are used as Command ships or Super Carries not for ships but for soldiers. They are excellent solution to the mass logistic problems of larger militaries. &lt;br /&gt;
:*Dis-Advantages: -5 Attribute Points, -4 Mobility, -3 Hard Points&lt;br /&gt;
:*Advantage: +4 Bays, +2 Sensors, +2 Communications, +2 Electronics&lt;br /&gt;
&lt;br /&gt;
;Carriers:&lt;br /&gt;
: Carriers are the main ship that makes a large fleet mobile. It can also provide flexibility in combat as it can deploy an array of different types of ships and drones. Most Carriers are designed to hold and maintain smaller ships. But some are designed for troop deployment to stations and planets. There are also Super Carriers which are Capital class Carriers that are able to old larger size or simply more ships/people. In some cases doubling as a Command Ship.&lt;br /&gt;
:*Dis-Advantages: -5 Attribute Points, -2 Mobility, -5 Hard Points&lt;br /&gt;
:*Advantages: +6 Bays, +2 Sensors, +2 Electronics, Built is Repair Bay for Large ships or smaller.&lt;br /&gt;
:*Misc: Can carry, deploy, repair ships of Large size or smaller. &lt;br /&gt;
&lt;br /&gt;
;Cruisers:&lt;br /&gt;
: A smaller light weight version of the Battle Cruiser. However the purpose is the same. They are flexible combat vessels. Common in both Military and police forces and is usually seen as the first response to aggressive outlaws. Considered by police forces as there solution to deal with the more deadly pirates, gangs, and other criminal organizations. The military however sees these as inexpensive portal/recon/scientific/experimental craft. &lt;br /&gt;
:*Dis-Advantages: -2 Attribute Points&lt;br /&gt;
:*Advantages: +1 Hard Point, +2 Mobility&lt;br /&gt;
&lt;br /&gt;
: There is also non-military applications for hulls similar to cruisers. Everything from personal transportation of a VIP to a luxury liner. The rich would much rather distance themselves from a fancy customizes barge for there travels. After all anybody can afford one of those. Demilitarized older model cruisers are often sold by militaries to other governments or people as for a verity of different reasons. And sometimes you may find that they are not so de-fanged as they are meant to be. &lt;br /&gt;
:*Dis-Advantages: -2 Armor&lt;br /&gt;
:*Advantages: -4 Hard Points, +2 Mobility&lt;br /&gt;
&lt;br /&gt;
;Drones:&lt;br /&gt;
: Drones come in all shapes, sizes and uses. From military to personal hobbyist these machines all have one thing in common. Some sort of A.I. and a connection to a central controller or computer system. The military has a wide range of uses from complementing a ships systems to being part of a Carrier fleet that can send swarms of drones down upon an enemy in coordinated attacks. However many people have drones for personal use. It also helps that drones with self defense A.I. is usually not illegal in most of the Ring and thus many people use them as a way to help deter outlaws.&lt;br /&gt;
:*Dis-Advantages: -1 across all Attributes.&lt;br /&gt;
:*Misc: Drone AI Module installed. Can be easily controlled by an AI system can can be deployed in masses to attack or defend. Swarm bonuses apply when 4 or more are part of a team. Swarm adds AC advantages against projectile attacks.&lt;br /&gt;
&lt;br /&gt;
;Destroyers:&lt;br /&gt;
: These ships where meant to ask the question: &amp;quot;How much fire power can one medium ship truly have?&amp;quot;. While similar sizes and speeds to a Cruiser these ships are rarely seen used by anybody except the military. They are designed to back a massive bunch for there size. Made a cheap considering there fire power and have a minimalist crew. Squads of these craft are usually used to compliment attack fleets that target other Medium to Huge sized craft. These Destroyers go toe to toe with the best Battle Cruisers and Battle Ships. The idea being that the Destroyer will be specifically fitted for its target ship and if a few ships die in the process this is nothing compared to loosing a bigger ship that has more people and cost more money.&lt;br /&gt;
:*Dis-Advantages: Illegal to own even though it is a Medium sized craft, -2 Attribute Points&lt;br /&gt;
:*Advantages: +2 Hard Points, All weapons are considered &#039;Gimbaled&#039; for free. &lt;br /&gt;
&lt;br /&gt;
;Dreadnoughts:&lt;br /&gt;
: Dreadnoughts have an interesting history. It is believed the precursors to the Dreadnought was a super heavy battle ship designed as a &amp;quot;Station buster&amp;quot;. Stations had ever defenses and could take a long time to bring down by a fleet of Battle Ships. So to minimize the amount of forces committed to a single attack a large ship was designed. However shortly after stations just got bigger defenses. In order to find a use for these super powerful focused weapons it is believed these ships where then used to hit targets on planets and moons. The terror of seeing massive scale death raining down from the sky put fear into people who named the ships Dreadnoughts. &lt;br /&gt;
: Dreadnoughts have evolved over time to include taking out of Dreadnoughts as well Carriers and Capital ships. The more powerful weaponry at the time for taking out these ships was explosive forces from Nuclear or anti-mater which made radial explosions that where discriminatory of who it effected. Dreadnoughts where the first mobile forum of focus weaponry which had the counter intuitive effect of bring these larger scale ships into every day combat. It did this because these larger ships where simply dying at larger and larger ranges where they own effectiveness was computerized but now they can be brought into the heat of battle where they would be most effect without worrying about its destruction also leading to everyone else’s destruction. &lt;br /&gt;
:*Dis-Advantages: -2 Mobility, -5 Ability Points, -2 Hard Points&lt;br /&gt;
:*Advantages: Can mount a single Gigantic sized weapon without taking up any hard points. This Gigantic weapon has double the base range and a +2 Moderate Advantage to hit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Fighters:&lt;br /&gt;
: Similar to combat aircraft of the modern world these machines fly through space instead of the atmosphere. Some can do both however. Although they are usually only effect in one or the other. Usually only a single pilot supported by advanced A.I. these craft carry massive punch. Similar design philosophy to that of the Destroyer Hull configuration except at a smaller scale these craft where uses almost like cannon fatter by most militaries as a way to swarm any ships and use precision targeting or advance electronics to disable and in some cases destroy the bigger target. &lt;br /&gt;
:*Dis-Advantages: -2 Armor, Passenger Cap is 1&lt;br /&gt;
:*Advantages: +2 Mobility&lt;br /&gt;
&lt;br /&gt;
;Frigates:&lt;br /&gt;
: A common craft in the Ring this space ship is normally used only for military purposes. But it is also the common police craft as well as what is normally used by VIPs transportation if they are not rich enough to afford a Cruiser. Just like the Cruisers you will find them being sold everywhere. &lt;br /&gt;
:*Dis-Advantages: -1 to Sensors&lt;br /&gt;
:*Advantages: This super common craft is use for just about everything and thus 50% less cost/time spent on repairs. +1 Attribute Point&lt;br /&gt;
&lt;br /&gt;
;Freighters:&lt;br /&gt;
: When a Barge cannot do the trick Freighters take over. These are the industrial scale cargo transportation ships. Although some have been converted into other things such as massive traveling carnivals. Just like barges these can be converted to transport just about everything. &lt;br /&gt;
:*Dis-Advantages: -4 Mobility, -4 Hard Points&lt;br /&gt;
:*Advantages: All converted Cargo Bays provide double the space. +6 Cargo Bays which adds an additional 20,000 Units of space for a total of 28,000 Units if no other bays converted.&lt;br /&gt;
&lt;br /&gt;
;Industrial:&lt;br /&gt;
: Factory in a can. These ships of varies sizes are the backbone of non planetary or moon based industry. This usually means mining and refining of asteroids but it is not always limited to that. These are must have for new settlers to a solar system that are hopping to there new homes resources to start a new colony or terraform a planet. &lt;br /&gt;
:*Dis-Advantages: -2 Mobility, -2 Hard Points&lt;br /&gt;
:*Advantages: The Ship has a free Industrial Bay of the largest size that the Hull configuration can hold. The Industrial Bay provides a +2 bonus with the correctly skill person.&lt;br /&gt;
&lt;br /&gt;
;Shuttles:&lt;br /&gt;
: Personal transport vehicles. The more versatile the more expensive. The basic kinds can only fairy from station to station. And can only accommodate say two passengers. But the more advanced you get the more people it can carry further and further distances to more and more different places. Such as planets, move around as a planet side craft, or even go under oceans.&lt;br /&gt;
:*Dis-Advantages: -2 Armor, -2 Engines, -2 Electronics, -2 Hard Points&lt;br /&gt;
:*Advantages: +4 Mobility, +2 Communications, Pilot doesn&#039;t need the Pilot skill to provide Dex bonus, +2 Passengers&lt;br /&gt;
&lt;br /&gt;
== Space Ship HardPoints and Bays ==&lt;br /&gt;
&lt;br /&gt;
A space ships hardpoints are its external mounting points where weapons and other external upgrades go. Where as a ships Bays are its internal upgrades. The amount of Hard Points and Bays are determined by the Hull Size. However Hull Configuration and how points are spent on the Ships 6 attributes may also effect these numbers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Space Craft Hard Points and Bays&lt;br /&gt;
! Size&lt;br /&gt;
! Weapon Size&lt;br /&gt;
! Hard Points&lt;br /&gt;
! Number of Bays&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Colossal|| Gigantic || 10 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan|| Large || 10 || 8 &lt;br /&gt;
|-&lt;br /&gt;
|Huge|| Large || 8 || 6  &lt;br /&gt;
|-&lt;br /&gt;
|Large|| Medium || 8 || 4 &lt;br /&gt;
|-&lt;br /&gt;
|Medium|| Medium || 6 || 2&lt;br /&gt;
|-&lt;br /&gt;
|Small|| Small || 4 || 1&lt;br /&gt;
|-&lt;br /&gt;
|Tiny|| Small || 2 || 0 &lt;br /&gt;
|-&lt;br /&gt;
|Diminutive* || N/A || 3 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Fine* || N/A || 2 || 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;3&amp;quot; | *These ships use &#039;normal&#039; sized weapons noted in the [[Weapons|Weapons Section]]&lt;br /&gt;
|}&lt;br /&gt;
=== Hard Points ===&lt;br /&gt;
&lt;br /&gt;
Hard Points are communally referred to as the locations that weapons are deployed. However they can also mount a number of other external devices. Such as a Jamming Array, Grappler, Extended Sensor Array, Target Enhancers, Target Jammers etc... More information on Ship Weapons can be found in the [[Space_Ships#Ship_Weapons|Ship Weapons]] section. The number of hard points as well as the size of the weapon the hard point can support is shown on the chart too the right.&lt;br /&gt;
&lt;br /&gt;
=== Bays ===&lt;br /&gt;
&lt;br /&gt;
Bays are empty spaces within the hull of the ship that can be customized for certain uses. A Bay can be converted into facilities for example: Science Bay or Medical Bay. The facilities add additional services that the ship can provide to its crew.. given that someone has the necessary skills to operate them. Bays are sometimes required for certain upgrades. Theses upgrades use the space to store additional power supplies, relays, conduits, access ports and other components necessary to support the Upgrade. More information on Ship Bays in the [[Space_Ships#Ship_Bays|Ship Bays]] section below.&lt;br /&gt;
&lt;br /&gt;
== Space Ship Abilities and Upgrades==&lt;br /&gt;
&lt;br /&gt;
Ships can have modifications installed in the form of System Upgrades. Ever Statistic of a ship from the 6 main Stats to all Secondary Stats can have System Upgrade installed. These can be installed by a Character with the correct Craft skill or simply paid for. A list of System Upgrades can be found in the Wealth and Equipment section.&lt;br /&gt;
&lt;br /&gt;
Ships can also have modifications outside of upgrading key systems. But instead add new Abilities to a craft. Usually this upgrade depends on at least one of the 6 Main Stats or the bonus from Combat Maneuver Attack Bonus. A detailed list of Space Ship Abilities can be found in the Space Ship Combat section [[Combat#Space_Combat|here]].&lt;br /&gt;
&lt;br /&gt;
== Ship Quirks ==&lt;br /&gt;
&lt;br /&gt;
Ship&#039;s can have Quirks about them. Similar in nature to a Character [[Difficulties|difficultly/trait]] ships can have Quirks/defects that can add more personality uniqueness to ones ship. Any adventure is going to get some scars and bumps along the way and his ship is no different. Ships are expensive and you don&#039;t want to just replace it the moment it cracks its first Quantum coolant tank. Over time the ship is going to start to gain its own personality in the eyes of its crew. &lt;br /&gt;
&lt;br /&gt;
Here are some &#039;Quirks&#039; or &#039;defects&#039; that ships can gain over time. They can be &#039;earned&#039; or given by the GM. Players with the right skills and equipment can over time remove most defects and quirks if they want. Although some can be made permanent if GM wishes it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Out Dated&#039;&#039;&#039;:&lt;br /&gt;
* Description: This ship is old and antiquated. Most people will find that its only worthy of a scrap yard. Or perhaps a museum. The ship is more likely to gain other quirks. A ship with this quirk gets to pick another quirk and ignore its negative. The quirks are permanent.&lt;br /&gt;
* Negative: It costs 25% less to buy and you get 50% less if you attempt to sell it.&lt;br /&gt;
* Positive: Choose another quirk and ignore its negative effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Cranky &#039;&#039;&#039;:&lt;br /&gt;
* Description: This ships engines and internal components require some encouraging from time to time. A good bang here or smack there to get it to start functioning correctly. &lt;br /&gt;
* Negative: When getting massive damage or receiving a crit on the ship the there is a 50% chance a component may start to malfunction requiring a crew member to waste a turn finding and banging the part back into shape.&lt;br /&gt;
* Positive: Instead of repairing an item over possibly multi turns a crew member can act even without the appropriate skills to quickly repair a single broken part of the ship once per day by simply hitting it really hard.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Falling Apart &#039;&#039;&#039;:&lt;br /&gt;
* Description:  Weather by age or by miss care this ship is falling apart. Sure it runs but for how long? It also looks like it pile of junk. Characters will be constantly on the look out for the next broken component. &lt;br /&gt;
* Negative: 25% reduction of resale value. Every day of travel the ship has a small chance of having something break. A dice is rolled and either a 50/50 coin toss or a 100% check where a player guess high or low. If the player losses the coin toss or guess then there is a broken component. Another % dice is rolled to determine the issue. Most are not serious.&lt;br /&gt;
**1-10%: Super superficialis problem. The ship is just a little more bumpy/noisy then normal.&lt;br /&gt;
**11-20%: A minor problem with the engines. -1 to the engines until they are repaired.&lt;br /&gt;
**21-30%: A minor problem with the crafts Mobility. -1 to Mobility until repaired.&lt;br /&gt;
**31-40%: A minor problem with the Amour. Some noticeable cracks form. Temporary -1 Hit die until repaired&lt;br /&gt;
**41-50%: A minor problem with the Electronics. -1 to Electronics. On top of it the lights flicker and sometimes waste management doesn&#039;t work! Eks!&lt;br /&gt;
**51-60%: A minor problem with the Sensors. -1 to Sensors. Or sensor blimps show up often with things that are actually not there. GM choice.&lt;br /&gt;
**61-70%: A minor problem with communications. -1 to Communications. Or random calls from unknown sources show up. Or calls end when they shouldn&#039;t. GM Choice.&lt;br /&gt;
**71-80%: A random minor problem with one of the bays of the ship. (Get a die equal too the number of bays and roll for which bay, or GM Choice). The Bay is disabled until repaired.&lt;br /&gt;
**91-100%: Re-roll except its a major problem instead of minor. (If 90-100 simply re-roll until you land on a % that is not.)&lt;br /&gt;
&lt;br /&gt;
If the problem is a minor one it requires no materials and 1 work day of no FTL to repair. If the problem is a major one it will require materials to repair if there is no Engineering Bay the ship will require a facility for assistance to get the repair done.&lt;br /&gt;
* Positive: Because of the experience the crew must gain through repairing the darn ship all the time the crew gain the Advanced Jerry Rigging Feat when making repairs to only this ship.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Infested &#039;&#039;&#039;:&lt;br /&gt;
* Description: You do not know how or when and frankly you don&#039;t care. You just want these dam pests gone! They are smelling, annoying, and fur gets everywhere. And that&#039;s if you are lucky enough not to get the slimy kind of space pests. No matter the type of pests you have they all have one thing in common. They know how to stay alive and most notably THRIVE on board a space ship. They do this by living off the ship systems. Some people swear they live solely off the frustrations and agony of the crew. &lt;br /&gt;
* Negative: You will have a hard time taking on passengers on your ship. All crew and passengers have to roll Constitution saves once a day with a DC12. If they fail they become sick. Engineers have a -1 to repair checks on the ship.&lt;br /&gt;
* Positive: The likely hood of a stowaway on your ship is nearly nill. And if one does deiced to come on board they have a -10 to stealth. Pests don&#039;t like sharing! +2 to Communications when dealing with pirates/smugglers. Not only do must sympathies with your problem they also don&#039;t want to even think about docking with your ship. Making stealing your stuff all that much harder.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Bad Past &#039;&#039;&#039;:&lt;br /&gt;
* Description: However owned this ship deserves to be shot right next to the person who sold ship too you. For some reason this ship seams to bring out all the ugly when trekking around space. It seams like whoever owned this before you was wanted in all the systems and not in a good way. If its not pirates then its Tracers or local police or the military. Or some princess who just wants to know when she will see your ship docking in her port again. Take advantage of the situation or try to correct is up too you. Almost assuredly this ships paste is gonna get in your way and likely when you least expect it.&lt;br /&gt;
* Negative: -4 to communications. The ship is communally known along with its systems. People may attack you without provocation. &lt;br /&gt;
* Positive: Its likely that this ship can open as many doors as it closes. Its a 50/50% chance the person that knows your ship wants to kill you or pretend to be your friend and then maybe kill you later.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Artificial Intelligence &#039;&#039;&#039;: &lt;br /&gt;
* Description: Wait what? I thought that was illegal for space ships to have fully aware AI computer linked too all ship systems. (Especially Weapons) Well that may be one reason why the ship didn&#039;t tell you right aware it was smarter then you. But now you know. Hopefully it is nice and wont kill you. (Open the bay doors damit!) Nightmares aside you are in a deep pile of crock! If authorities find out they may as well put you in jail. Helping AI is breaking serious rules. One the other note this ship is pretty awesome! I mean wow! You sure hope it doesn&#039;t turn on you! *gulp*.&lt;br /&gt;
* Negative: Illegal! You cannot sell this through official markets. If you are caught most civilizations completely outlaw AI with such freedom and power with extremely harsh penalties. (This Negative cannot be ignored using the &#039;Out Dated&#039; quirk) &lt;br /&gt;
* Positives: +1 to Sensors, Mobility, Electronics. The ship can drive itself and pretend to be someone onboard. Oh the possibilities! &lt;br /&gt;
* Misc: The ship has to have a personality. Below are some options. You can roll for these or the GM can choose one. Or a blend&lt;br /&gt;
** Optimist&lt;br /&gt;
** Bully&lt;br /&gt;
** Physio&lt;br /&gt;
** Shy/Unsure&lt;br /&gt;
** Over achiever&lt;br /&gt;
** Whimsical&lt;br /&gt;
&lt;br /&gt;
== Ship Positions ==&lt;br /&gt;
&lt;br /&gt;
There are 3 main positions that can directly effect a ship. Small size or smaller ships can combine these positions without taking penalties. However larger ships require the positions to be filled by a dedicated person or take a Moderate -2 per extra position a single Character is fulfilling. &lt;br /&gt;
&lt;br /&gt;
The 3 main positions are:&lt;br /&gt;
* &#039;&#039;&#039;Helm&#039;&#039;&#039;: Supplies the Pilot bonus&lt;br /&gt;
* &#039;&#039;&#039;Weapons&#039;&#039;&#039;: Supplies a bonus to accuracy checks&lt;br /&gt;
* &#039;&#039;&#039;Communications&#039;&#039;&#039;: Supplies that characters CHA mod as a bonus to communications and to jamming or counter jamming. &lt;br /&gt;
&lt;br /&gt;
There are also 4 other positions that are note worthy.&lt;br /&gt;
* &#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Engineer&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Science&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Medical&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Captain&#039;&#039;&#039; can use the Leadership feat to provide bonuses to the people in different positions on the ship. The &#039;&#039;&#039;Captain&#039;&#039;&#039; can use there CHA Mod instead of the Comms officer if they are the one doing 100% of the talking.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Engineer&#039;&#039;&#039; does not effect the stats of the ship. However they can help to repair the ship even while in combat if the ship has an Engineer station or facility. A ship can also provide information and tools at the ready for an Engineer to help repair the ship giving the Engineer bonuses to repair.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Science&#039;&#039;&#039; officer can be anyone that wants to preform science related skills on the ship using a ship provided science station or facility. Not all ships come with a Science station or facility. They are upgrades that can be installed. A person using this station can gain bonuses.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Medical&#039;&#039;&#039; officer just like the Science officer requires a Medical facility. Anyone using the Medical facility with the necessary skills can gain bonuses. &lt;br /&gt;
&lt;br /&gt;
More positions can be made up by the GM for the purpose to storytelling and game play. As long as those roles are clear and the Players are aware of them before gaming.&lt;br /&gt;
&lt;br /&gt;
== Ship Weapons ==&lt;br /&gt;
&lt;br /&gt;
There is 4 main weapon sizes. Small, Medium, Large, Gigantic. To the right is a table showing ship size and the relative sized weapon that ship can be fitted with as well as the default number of hard points.&lt;br /&gt;
&lt;br /&gt;
Below is the weapons sizes. Size is relative. To the average person these weapons must be massive. However to a ship they are Small to Gigantic just like the weapons sizes specified in the [[Weapons#Weapon_Levels|Weapons Levels]] section. There are also Weapon Types. Projectile, Laser, Plasma,  and Missile.&lt;br /&gt;
&lt;br /&gt;
The Weapon Size provides the number of damage die (Although not the die type) as well as the base range.&lt;br /&gt;
&lt;br /&gt;
The weapon Type provides the damage die type as well as the range increment penalty.&lt;br /&gt;
&lt;br /&gt;
Weapons can also have Amo types which can add or take away bonuses. However amo rules are the same for ships as they are for normal weapons. Too review rules for amo usage go [[Weapons#Ammunition|here]].&lt;br /&gt;
&lt;br /&gt;
Weapons can also have Special Features that increase the price and Procure diff.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:left; margin-right: 10px; text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Weapons Sizes&lt;br /&gt;
! Size&lt;br /&gt;
! Damage Die&amp;lt;br /&amp;gt;Number&lt;br /&gt;
! Minimum Range&lt;br /&gt;
|-&lt;br /&gt;
| Small || 3dX || 3,000ft/6 Squares&lt;br /&gt;
|-&lt;br /&gt;
| Medium || 6dX || 9,000/18 Squares&lt;br /&gt;
|-&lt;br /&gt;
| Large || 9dX || 27,0000/54 Squares&lt;br /&gt;
|-&lt;br /&gt;
| Gigantic || 12dX || 81,000/162 Squares&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:left; margin-right: 10px;&amp;quot;&lt;br /&gt;
|+ Space Craft Weapon Types&lt;br /&gt;
! Type&lt;br /&gt;
! Die Type&lt;br /&gt;
! Range Penalty&amp;lt;br /&amp;gt;Accuracy / Damage&lt;br /&gt;
|-&lt;br /&gt;
| Projectile || d4 || -1 / 0&lt;br /&gt;
|- &lt;br /&gt;
| Laser || d8 || -2 / -1&lt;br /&gt;
|-&lt;br /&gt;
| Plasma || d10 || -4 / -2&lt;br /&gt;
|-&lt;br /&gt;
| Missile || d6 || Amo Dependent&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-right: 10px; text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Weapon Costs&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Types&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Small&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Medium&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Large&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Gigantic&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Projectile&lt;br /&gt;
| $1,000&lt;br /&gt;
| $10,000&lt;br /&gt;
| $100,000&lt;br /&gt;
| $1,000,000&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Laser&lt;br /&gt;
| $2,500&lt;br /&gt;
| $25,000&lt;br /&gt;
| $250,000&lt;br /&gt;
| $2,500,000&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Plasma&lt;br /&gt;
| $5,000&lt;br /&gt;
| $50,000&lt;br /&gt;
| $500,000&lt;br /&gt;
| $5,000,000&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Missile&lt;br /&gt;
| $2,000&lt;br /&gt;
| $20,000&lt;br /&gt;
| $200,000&lt;br /&gt;
| $2,000,000&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Special Features ====&lt;br /&gt;
&lt;br /&gt;
Below is a list of Special Features for Ship Weapons. A weapon can only have one Special Feature. The Special Feature doubles the cost of the weapon and adds the Procure Diff up by 1.&lt;br /&gt;
&lt;br /&gt;
* Burst Fire:&lt;br /&gt;
: This decreases accuracy by -4 but adds a +1 to all dice role. The weapon cannot use this Special Feature again for 1d6 turns.&lt;br /&gt;
* Barrage Mode:&lt;br /&gt;
: This increases accuracy by +4 but reduces the hit die by one level. This is a mode that can be turned on or off as a Free Action&lt;br /&gt;
* Fully Unload:&lt;br /&gt;
: This adds a +1 to all dice role however makes the weapon useless for 1 round. Also the weapon cannot use this Special Feature again for 1d6 turns. &lt;br /&gt;
* Suppressive Fire:&lt;br /&gt;
: This makes the weapon fire an unlimited amount of Attack of Opportunities to enemy targets with a Moderate +2 accuracy bonus. However this requires a Full Round action to setup during at which the weapon cannot be fired.&lt;br /&gt;
* Gimbal:&lt;br /&gt;
: Allows for better target tracking. +1 to Accuracy. This weapon cannot have other Special Features unless it is Master Crafted.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Lastly the ship&#039;s weapon can be further improved by a Tech Point or having it be Master Crafted. Master Crafting can allow up to 5 levels of master worked. Each level can provide a +1 too Accuracy, bonus 500ft range increment, +1 bonus damage or lastly adds another Special Feature. Each extra point doubles the cost. Making some weapons very expensive.&lt;br /&gt;
&lt;br /&gt;
=== Amo ===&lt;br /&gt;
&lt;br /&gt;
Amo adds an extra layer of customization too what your ships weapons can do. Amo can change your damage die, provide damage bonuses, range bonus, and change the damage type. By default Projectile, Missile weapons are Kinetic Damage types while Laser and Plasma are Thermal damage types. However this can change. Any different damage type from the default increases the price of the Amo by 50%. Any other bonuses provided increase the price by doubling it. If the bonus is increased say from +1 Damage Die to +2 the base price is quadrupled. The maximum bonus amo can provide is +5. Also anything above +1 and the procure diff starts to go up. Each level after +1 adds to the difficulty and rareness that the Characters would be able to acquire such amo even if they had the money. &lt;br /&gt;
&lt;br /&gt;
Crafting amo beyond the default weapon type requires a crafting rank of +2 or higher. Adding additional bonuses to damage die requires +3 for +1 damage. And +4 for +2 damage and so on.&lt;br /&gt;
&lt;br /&gt;
Below is a chart of the base prices for Amo based on there size and weapon type. This is for 100 rounds. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-right: 10px; text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Weapons Speeds&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Types&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Small&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Medium&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Large&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Gigantic&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Projectile&lt;br /&gt;
| $100&lt;br /&gt;
| $1,000&lt;br /&gt;
| $10,000&lt;br /&gt;
| $100,000&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Laser&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Plasma&lt;br /&gt;
| $15,000&lt;br /&gt;
| $150,000&lt;br /&gt;
| $15,000,000&lt;br /&gt;
| $1,500,000,000&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Missile&lt;br /&gt;
| $1,000&lt;br /&gt;
| $15,000&lt;br /&gt;
| $250,000&lt;br /&gt;
| $10,000,000&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Ship Bays ==&lt;br /&gt;
&lt;br /&gt;
Below is a list of Ship Bays accompanied by there description and cost. When applicable all bays can only be used by a single character at a time unless specified other wise.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Cargo Bay&#039;&#039;&#039;: This is simply a space carved out within the ship to store stuff. Most any stuff can be stored in a cargo bay. Cargo Bays can be specially fitted to handle dangerous material. These bays are more expensive and rare. The amount of stuff a Cargo Bay can hold is measured in Units. Explained in the [[Space_Ships#Space_Ship_Default_Statistics|Space Ship Default Statistics]] section. The amount of Unit space a Cargo Bay adds is determined by the size of the craft. It is an additional 1/4 the number of Units the size of the Craft can carry. There is no size limit or requirement for a Cargo Bay. &lt;br /&gt;
** Price: Base price for a cargo bay for a Small Sized Craft is $10,000. It is doubled each size increment higher.&lt;br /&gt;
* &#039;&#039;&#039;Science Bay&#039;&#039;&#039;: This bay can act as a Chemical Kit and Electronic Kit that provides +X to crafting these materials. The X is determined by the level of the Science Bay. There are 5 levels of Science Bay. For example if the Bay is a level 2 then its +2 for both. This Bay also may be a requirement for certain types of upgrades on the ship. The level determines the cost.&lt;br /&gt;
** Price: Level 1 Science Bay costs $15,000. Each level higher triples the price.&lt;br /&gt;
* &#039;&#039;&#039;Medical Bay&#039;&#039;&#039;: This bay is considered to have a Medical Kit and Surgical Kit/Unit. This enabled A person with the [[Treat_Injury|Treat Injury]] skill to be able to preform all available types of treatment the Skill can offer from Surgery to Treat Poison and even Long-Term Care. This provides a +2 bonus too these actions. However a Medical Facility is an upgraded larger version of the Medical Bay. It can treat multi patients instead of one at a time and provides a +4 to the Treat Injury skill. Also the Medical Facility can also double as a Chemistry Kit for the purposes of crafting. Medical Facility requires a Large ship or bigger and two bays instead of one.&lt;br /&gt;
** Price: Medical Bay cost is: $25,000. Medical Facility costs: $500,000&lt;br /&gt;
* &#039;&#039;&#039;Industrial Bay&#039;&#039;&#039;: This Bay can act like both a Chemical and a Mechanical Kit. It provides a 1/2 Level bonus to Chemical crafting and a per level bonus to Mechanical. For example a Level 1 Industrial Bay provides a +0 to Chemical and a +1 to Mechanical. But a +4 provides a +2 Chemical and +4 Mechanical. The max level is 5. There is also the Industrial Facility. This allows for multi people to take advantage of the Industrial Bay at once. And also provides a +1/2 level bonus to Structural. It requires a Large Size or larger ship and two bays instead of one.&lt;br /&gt;
** Price: Industrial Bay cost is $15,000 starting level. Triple the cost per level. Industrial Facility costs $250,000 starting level and Triple the cost per level.&lt;br /&gt;
* &#039;&#039;&#039;Engineering Bay&#039;&#039;&#039;: This bay acts like both a Electronics and Mechanical kits. And provides a +1 to both per level. An Engineering Facility can be used by multi people. And provides an extra +1 per level bonus to any repairs to the ship its in. The Facility requires a Medium ship or larger and takes up two bays instead of one. Both the Bay and Facility allow characters to actively make repairs or modifications on ships even during combat.&lt;br /&gt;
** Price: Engineering Bay costs $30,000 starting level. Triple the cost per level. Engineering Facility costs $500,000 staring. Triple cost per level.&lt;br /&gt;
* &#039;&#039;&#039;Astrometrics Bay&#039;&#039;&#039;: This provides a +1 per level to the ship&#039;s Sensor attribute. This also increases the range of the Sensors by double.&lt;br /&gt;
** Price: $5,000. Triple the cost per level.&lt;br /&gt;
* &#039;&#039;&#039;Refinery Bay&#039;&#039;&#039;: This allows the ship to take raw materials and break them down to base materials that can be used for all sorts of crafting. It can also reduce the size and weight of mine or salvaged material by 50% by breaking down the salvage to its base parts. A must have for a scavenger or mining vessel. This can also provide a cheap source of crafting materials. Breaking down the material takes time. 100 units per day by default. There are 2 levels of Refineries. And 2 sizes. Level 1 can refine up to 50% of the waste away. But level 2 can refine 90%. The size determines the amount of units. A Refinery Facility is larger. Requires a Large or larger ship size and two bays. However a Facility refines 1000 units per day. These refineries can refine most any material. Even weapons, garbage, rock, ice asteroid even gases extracted from a gas giant. &lt;br /&gt;
** Price: Bay Level 1: $30,000. Bay level 2: $150,000. Facility Level 1: $300,000. Facility Level 2: $1,500,000&lt;br /&gt;
* &#039;&#039;&#039;Docking Bay&#039;&#039;&#039;: Allows ships two sizes smaller then then the ship the Docking Bay is installed on. If the ship also has an Industrial or Engineering Bay/Facility the Docking Bay can facilitate repairs with bonuses from those bays. The docking bay has space for 1 ship 2 sizes smaller. So the Bay will have that many squares of space. More then one ship can enter the bay if the ships are small that there total squares taken up do not exceed the number of squares a ship two sizes smaller would occupy. Multi docking bays can be installed side by side to provide bonus squares. For each set of two bays there is an additional amount of space equal to 3 ship sizes smaller.&lt;br /&gt;
** Price: The price is based on the size of the ship. Small cost is: $10,000. The price is double per each size increment higher.&lt;br /&gt;
* &#039;&#039;&#039;Passenger Bay&#039;&#039;&#039;: This allows the ship to support additional passengers. Similar to Cargo Bays Passenger Bays bonus is based on the size of the ship. The amount of bonus Passengers is based on the total possible amount determined by the Hull Size table divided by the number of Bays the ship has which is also determined by size. For example a Large ship has 4 bays and can support an additional 12 members. 12/4 is 3. So each Passenger bay can provide space for 3 more people. Passenger Bays costs can very based on how fancy they may be and what size ship they are being installed on.&lt;br /&gt;
** Price: For a small ship the base cost is: $20,000. It is doubled per each size increment.&lt;br /&gt;
&lt;br /&gt;
== Ship Crafting ==&lt;br /&gt;
&lt;br /&gt;
Ships are considered Structures. They require the following crafting skills: Electrical, Mechanical, Structural&lt;br /&gt;
&lt;br /&gt;
Building a ship requires a Ship Yard. A Docking Bay can also be used to repair a ship if the ship/station its part of has a Industrial or Engineering bay as well. Ship Yards can also facilitate repairing a space ship but a space ship that has an Engineering Bay can also do that.&lt;br /&gt;
&lt;br /&gt;
The materials costs are based on the finishing price of the ship not including the hardpoints and bays unless you are also building those. &lt;br /&gt;
&lt;br /&gt;
The time is based on the size of the ship.&lt;br /&gt;
*Colossal: 36450 Days - Requires Super Heavy Ship Yard&lt;br /&gt;
*Gargantuan: 12150 Days - Requires Super Heavy Ship Yard&lt;br /&gt;
*Huge: 4050 Days - Requires Heavy Ship Yard&lt;br /&gt;
*Large: 1350 Days - Requires Heavy Ship Yard&lt;br /&gt;
*Medium: 450 Days&lt;br /&gt;
*Small: 150 Days&lt;br /&gt;
*Tiny: 50 Days&lt;br /&gt;
*Diminutive: 20 Days&lt;br /&gt;
*Fine: 10 Days&lt;br /&gt;
&lt;br /&gt;
Skilled laborers can be contracted to divide up the work. A Ship Yard can have as much as 50 people working on the same ship. Heavy 500 people. And Super Heavy 5,000 people. Cost may very based on the GM. But default suggestion would be $10,000 a day + completion bonus of 1/1000th the cost of the ship.&lt;/div&gt;</summary>
		<author><name>99.91.0.249</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Space_Ships&amp;diff=2551</id>
		<title>Space Ships</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Space_Ships&amp;diff=2551"/>
		<updated>2015-12-26T06:52:42Z</updated>

		<summary type="html">&lt;p&gt;99.91.0.249: /* Ship Quirks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
This page is for rules on Building, repairing, buying and selling of Space craft within the Future Path universe. For rules on combat in a Star ship go [[Combat#Space_Combat|here]]. For rules on piloting and exploration with space ships go [[Transportation|here]]&lt;br /&gt;
&lt;br /&gt;
== Space Craft Categories ==&lt;br /&gt;
&lt;br /&gt;
There are two distinctive aspects to space craft. Its Hull size and Hull configuration. The Hull the primary foundation too a Space Craft. All other aspects are derived from a crafts Hull. When building a ship or trying to price the ship out the price is first based on its size. Then its configuration (if it has one). Configurations determines what purpose the craft has and different hall configures can allow access to different things thus changing the price. Configuration may also determine the [[Wealth_and_Money#Procure_Difficulty|procure difficulty]]. &lt;br /&gt;
&lt;br /&gt;
=== Hull Sizes ===&lt;br /&gt;
&lt;br /&gt;
Below is a table of Hull sizes. All hulls must fit within these sizes. Sizes are here to represent the number of squares that a craft will take up in space. Much like a character taking up a 5ft square of personal space craft also have the same personal space except they are in 500ft blocks instead. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Sizes&lt;br /&gt;
! Size&lt;br /&gt;
! Size&amp;lt;br /&amp;gt; Modifiers&lt;br /&gt;
! Armor&amp;lt;br /&amp;gt; Bonus&lt;br /&gt;
! Weapon Size&amp;lt;br /&amp;gt;Hard Points&lt;br /&gt;
! Sq ft&lt;br /&gt;
! Num of Squares&lt;br /&gt;
! Base Price&lt;br /&gt;
! Support Life&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Colossal|| –8 || +6 || Huge / 10 || ~32,000+ ft || 64+ squares || 12 Million  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan|| –4 || +2 || Large / 10 || ~18,000+ ft || ~36 squares || 4 Million || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Huge|| –2 || +1 || Large / 8 || ~8,000+ ft || ~16 squares || 1.8 Million || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Large|| –1 || 0 || Medium / 8|| ~2,000+ ft || ~4 squares || 800,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Medium|| +0 || 0 || Medium / 6|| ~500+ ft || ~1 squares|| 200,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Small|| +1 || 0 || Small / 4 || ~250+ ft || 4 per sq || 50,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Tiny|| +2 || -1 || Small / 2|| ~125+ ft || 16 per sq || 20,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Diminutive|| +4 || -2 || N/A / 3 || ~75+ ft || 64 per sq || 10,000 || No*&lt;br /&gt;
|-&lt;br /&gt;
|Fine|| +8 || -6 || N/A / 2 || &amp;lt;75 ft || 256 per sq || 5,000 || No*&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;8&amp;quot; | *Emergency Craft/Escape Pods Only can support life and be this small.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Anything more then ~60,000 square feet, 18,000 meters in size is consider Super Colossal and can only be a ship with exceptions from the GM. It would be considered a station. Even if the station has the ability to move around in the universe of Future Path no craft of that magnitude could preform Faster Then Light travel using a system completely self contained. In order to travel fast distances a &#039;ship&#039; that size would have to be moved by an external source. Also attacking a ship or structure of that size would be considered as attacking a station and thus different modifiers apply.&lt;br /&gt;
&lt;br /&gt;
== Space Craft Attributes ==&lt;br /&gt;
&lt;br /&gt;
Hull Size determine points that are given to 6 Main Attributes These 6 Main Attributes are similar in nature to a Characters 6 Ability scores. However not every Attribute is a perfect pairing to a Character&#039;s ability score. Some stats are more like a skill. Players spend points on the 6 Main Stats similar to character creation alternative rules. Below is the 6 Attributes and a summary.&lt;br /&gt;
&lt;br /&gt;
There are also additional Statistics that will be reviewed below in the [[Space_Ships#Secondary_Ship_Statistics|Secondary Statistics]] section.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-right: 10px;&amp;quot;&lt;br /&gt;
|+Table: Tech Level Bonuses&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Tech Level&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 0 || -5&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 2 || +5&lt;br /&gt;
|-&lt;br /&gt;
| 3 || +10&lt;br /&gt;
|- &lt;br /&gt;
| 4 || +15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
; Engines:&lt;br /&gt;
: Like Strength. Engines are the heart of a ship. Engines can add bonuses to Combat Manoeuvres as well as certain Ship Feats.&lt;br /&gt;
; Mobility:&lt;br /&gt;
: Like Dexterity. Can add bonuses to AC, Initiative and bonus bonuses to Tactical Speed. &lt;br /&gt;
; Amour:&lt;br /&gt;
: Like Constitution. Can add bonuses to AC and extra Hit Die&lt;br /&gt;
; Electronics:&lt;br /&gt;
: Like Intelligence. Provides bonuses to Manoeuvres and ship functions that uses electronic upgrades.&lt;br /&gt;
; Sensors:&lt;br /&gt;
: Like Wisdom. (The Character skill Perception uses Wisdom). This provides bonuses to the ship sensors giving it better abilities to scan and find things in space.&lt;br /&gt;
; Communications:&lt;br /&gt;
: Like Charisma. Adds to a Characters Charisma bonus while attempting to communicate to other ships. Also enhances the range of communication systems and makes it hard to jam. &lt;br /&gt;
&lt;br /&gt;
All ships start with 15 points that a Player can spend on customizing the ship. More points can also be gained based on the Tech Level the Space Ship. Please review the chart too the right. &lt;br /&gt;
&lt;br /&gt;
Bonus points can also come from Characters who can provide bonuses based on there Craft skills. Each of the main 6 Attributes is associated with a kind of Craft skill. High enough in the associated craft skill can provide bonuses too that Main Stat. More on this in the Space Ship crafting section.&lt;br /&gt;
&lt;br /&gt;
Lastly additional points can be provided by Hull Configurations. Different configurations provide bonuses and special abilities that help make the ships stand apart from one another. Some of the bonuses come in the forum of additional points.&lt;br /&gt;
&lt;br /&gt;
=== Spending Points ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-right: 10px;&amp;quot;&lt;br /&gt;
|+Table: Ability Score Costs &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Score&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 7||–4&lt;br /&gt;
|-&lt;br /&gt;
| 8||–2&lt;br /&gt;
|-&lt;br /&gt;
| 9||–1&lt;br /&gt;
|-&lt;br /&gt;
| 10||0&lt;br /&gt;
|-&lt;br /&gt;
| 11||1&lt;br /&gt;
|-&lt;br /&gt;
| 12||2&lt;br /&gt;
|-&lt;br /&gt;
| 13||3&lt;br /&gt;
|-&lt;br /&gt;
| 14||5&lt;br /&gt;
|-&lt;br /&gt;
| 15||7&lt;br /&gt;
|-&lt;br /&gt;
| 16||10&lt;br /&gt;
|-&lt;br /&gt;
| 17||13&lt;br /&gt;
|-&lt;br /&gt;
| 18||17&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Just as in the alternative rules for Character Creation found [[Character_Creation_and_Advancement#Alternate_Ability_Score_Rules|here]]. The Player has to spend points on the 6 Main Stats that they want to see increased. The cost stacks. Meaning that if you want a +2 in Engines you have to pay for the +1 and +2 costs. So that it will cost a total of 3 points. For the Fine, Diminutive and Tiny sized crafts that start out at 9 instead of 10 simply shift the costs down one. So going from a 9 to a 10 will cost 1 point and 10 to 11 cost an additional 2 points and so on. &lt;br /&gt;
&lt;br /&gt;
;Example of spending points:&lt;br /&gt;
: You have a Tech 1 Medium sized Hull and you want to spend points on your Communications. That mean you have 15 points to spend. You also want better Mobility and Engines. So you put a +1 in Mobility and a +1 in Engines. Each will cost 1 point. However your main concern is Communications sense this is a ship for your Diplomat. You want to have +3 for Comms. This requires the 1 point for +1 and then another cost of 2 points for +2 and finally 3 points for the +3. You have to spend all 6 points to get the +3 bonus too Comms. In total you have spent 5 points and have 10 points left. You can keep going till you have spent all points.&lt;br /&gt;
&lt;br /&gt;
== Space Ship Default Statistics ==&lt;br /&gt;
&lt;br /&gt;
Each Hull Size has default values for the ship Statistics. Much like a Hero Base Class. Below is the default information below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Statistics&lt;br /&gt;
! Size&lt;br /&gt;
! AC&lt;br /&gt;
! Hit Die&lt;br /&gt;
! Shields&amp;lt;br /&amp;gt;Multiplier  &lt;br /&gt;
! Cargo Capacity&lt;br /&gt;
! Passenger&amp;lt;br /&amp;gt;Capacity&lt;br /&gt;
! Weight&lt;br /&gt;
! Cost&amp;lt;br /&amp;gt;Procure Diff&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Colossal || 8 || 30d12 || DR 15 / Mod 5 || 128,000 Units || 324  || 32,400 Tons || 36 Million / 4&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan || 8 || 24d10 || DR 10 / Mod 4 || 32,000 Units || 108 || 10,800 Tons || 12 Million / 3&lt;br /&gt;
|-&lt;br /&gt;
|Huge || 9 || 18d10 || DR 7 / Mod 4 || 8,000 Units || 36 || 3,600 Tons || 4 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
|Large || 9 || 16d8 || DR 5 / Mod 3 || 1,920 Units || 12 || 360 Tons || 320,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
|Medium || 10 || 12d8 || DR 4 / Mod 3 || 480 Units || 4 || 120 Tons || 160,000 / 0 &lt;br /&gt;
|-&lt;br /&gt;
|Small || 11 || 8d8 || DR 3 / Mod 2 || 70 Units || 2 || 40 Tons || 80,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Tiny || 11|| 6d6 || DR 2 / Mod 2 || 16 Units || 0 || 4 Tons || 32,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Diminutive || 12 || 4d6 || DR 2 / Mod 2 || 4 Units || 0 || 2 Tons || 16,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Fine || 12 || 2d6 || DR 2 / Mod 2|| 1 Unit || 0 || 1 Ton || 8,000 / 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The AC in the chart above is the total after the Size Modifier is applied. &lt;br /&gt;
&lt;br /&gt;
The Shield column has both the Damage Reduce provided by the base shields as well as the multiplier that is used with the ship&#039;s Shield Statistic. Learn more about ship Shields in the following section.  &lt;br /&gt;
&lt;br /&gt;
The Cargo Capacity is measured in Cargo Units. This is a generic way to loop both volume and weight into a single unit. This represents the maximum extra volume and weight a ship can carry. Each Unit is 100Lbs and 1x1x1ft square of volume. Going over this unit amount will cause the ship to be over burdened. Which will cut Tactical Speed in half as well as Transpiration speed. The maximum a ship can actually carry is twice the Unit amount. However that is if there are no passengers other then the necessary crew. As every spare room and all the hallways will filled with cargo containers. &lt;br /&gt;
&lt;br /&gt;
The prices in the above graph already include the procure difficulty. Procure Diff  and price can increase due to Hull Configurations and customizations.&lt;br /&gt;
&lt;br /&gt;
== Ship Statistics ==&lt;br /&gt;
&lt;br /&gt;
Besides the 6 Main Attributes ships have other Statistics as well. Just like a Character has stats that are effected by there ability scores these stats can be effected by the 6 Main Attributes. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Craft Statistics&#039;&#039;&#039;:&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Attack Damage Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| The Attack Damage Bonus effects the damage roles provided. It is equal to 1/2 the Engine Mod round down. It is added to the total damage of each weapon fired.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Combat Attack Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| This effects the ships ability to preform tactical manoeuvres and abilities. It is effected by the Engine Mod.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Combat Defence Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| This effects a ships chance of being effected by an enemies tactical manoeuvres or abilities. It is 10 + Engine Mod + Mobility Mod + Misc Mod&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Hit Die:&lt;br /&gt;
|-&lt;br /&gt;
| Hit Die and number of Hit Die are provided by the Hull Size of the craft. However Hull Configuration can change this as well. The ship also gets bonus Hit Dice based on the Armor Mod.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Initiative:&lt;br /&gt;
|-&lt;br /&gt;
| Initiative effects the order of combat as well as determining who goes first in a stand-off. The total is: (Mobility + Sensors) - Armor.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Shields:&lt;br /&gt;
|-&lt;br /&gt;
| Shields is a ships Damage Reduction. A ship doesn&#039;t have to have shields. Having shields usually causes negative effects along side the positive ones. Base shield damage reduction and its modifier are provided by a shields Hull Size and possibly its Configuration. However this can be further modified by the Electronics Mod. The new total is: Base Shield DR + Modifier * Electronic Mod. &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Targeting Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| This effects the Accuracy check for a ship to determine if its weapons are on target. This total is added to d20 accuracy check rolls. The total is: Mobility Mod + Sensors Mod&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Below are things that cannot be effected by the 6 Main Attributes. They are provided by default from Hull Size/Configuration. However some modifications done by Characters such as installing gadgets or upgrades that can change the below stats. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Misc Statistics&#039;&#039;&#039;:&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Cargo Capacity:&lt;br /&gt;
|-&lt;br /&gt;
| Provided by the Hull Size this attribute can be modified by the Hull Configuration as well as by the Players that may want to modify there ship to hold more. More unit space is provided by converting bays into cargo holds. Each bay adds 1/4 of the default cargo space of the Hull Size of the ship. So if the ship is a medium size hull then converting one of the bays would provided an additional 120Units of space.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Cost/Procure Diff:&lt;br /&gt;
|-&lt;br /&gt;
| This is the cost of and procure diff of the ship. It is always nice to record what you paid for the ship. Or what your appraisal of the ship might be. The GM might tell the Players what the ship is worth if they find it. However the GM might not. The Characters may have to roll checks to appraise the ship.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Crew:&lt;br /&gt;
|-&lt;br /&gt;
| This is a place to record who is the crew of the ship and what there bonuses are. If one of the crew takes over piloting for example you can look here to find there pilot bonus so you do not have to re-write it.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Dimensions/Weight:&lt;br /&gt;
|-&lt;br /&gt;
| Simply a place to record its size. The only requirement here is that you record the Squares that the ship officially occupies which is based on size. However specific dimensions of the ship so that players can get a sense of the ships look and feel is always a nice touch of detail! &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Passenger Capacity:&lt;br /&gt;
|-&lt;br /&gt;
| Ships can carry crew and passengers. This capacity refers to the total number of people that require life support on board the ship. However passenger count is not the same as the required amount of crew members to manage a ship. Ships can run on a surprisingly small number of crew members due to advanced automation technology. It makes no sense to carry more &#039;meat bags&#039; that could die at any moment into the harassed place in the universe. In order to carry more then the average necessary crew of 8 (only applies for ships that have a higher passenger count then 8) a ship needs Passenger Bays installed. If all available bays are installed then the maximum amount passenger capacity is reached + the crew. This is dictated by the Hull Size. &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Pilot Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| This is the Mobility Bonus of the ship plus the Pilot Dex Mod if applicable. &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Pilot Dex Mod:&lt;br /&gt;
|-&lt;br /&gt;
| This is the Dex Mod of the Pilot. This only is applied if the Pilot has the [[Pilot|Pilot]] skill. &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Name:&lt;br /&gt;
|-&lt;br /&gt;
| Of course a ship has to have a name! &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Summary Design Specs:&lt;br /&gt;
|-&lt;br /&gt;
| A summary including Hull Size/Configuration/Quarks and other interesting tid pits of info. Such as history of the ship and what not. This is a nice place to add detail and &#039;character&#039; to the ship. Kinda like giving a character a backstory this is where one would record such things.  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Hull Configurations ==&lt;br /&gt;
&lt;br /&gt;
Below is a table with common Hull configurations of the Future Path Universe. Further below is more detailed description of the crafts. Different configurations supply different bonuses to help to stylise the Space Craft. Below the table is a more detailed list of the Hull configurations and there bonuses.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Configurations&lt;br /&gt;
! Configuration&lt;br /&gt;
! Avg. Size &lt;br /&gt;
! Avg. Price&amp;lt;br /&amp;gt;Procure Diff&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Barges || Medium || 250,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Battle Cruisers || Large || 400 Million / 3&lt;br /&gt;
|- &lt;br /&gt;
| Battle Ships || Huge || 800 Million / 4&lt;br /&gt;
|-&lt;br /&gt;
| Capital || Colossal || 20 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Carriers || Gargantuan || 8 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Cruisers* || Medium || 20 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Drones* || Diminutive || 10,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Destroyers || Medium || 25 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Dreadnoughts || Gargantuan || 2 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Fighters || Small || 500,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
| Frigates || Medium || 2 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Freighters || Huge || 4 Million / 1&lt;br /&gt;
|-&lt;br /&gt;
| Industrial || Large || 1 Million / 0&lt;br /&gt;
|-&lt;br /&gt;
| Shuttles || Small || 50,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;3&amp;quot; | *Prices vary wilding depending on application. The name doesn’t &amp;lt;br \&amp;gt;necessary imply military application and vice-a-verses.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Barges:&lt;br /&gt;
: The &#039;pack mule&#039; of the galaxy. The barge is the most common cargo transport ship in existence. Many different corporations create different configurations from hauling every day goods, to people, to extremely volatile substances. Many young adventures found themselves starting out in some capacity aboard a barge. Not the most heroic place to start out with but there is sort of a romantic underdog appeal to the barge. This is probably helped by the fact that they can be found in every corner of the galaxy making them a dime a dozen and the Hull is pretty customizable. Which attracts all sorts of different types of people. Many of a raider or pirate uses a heavily modified Barge Hull to be a weapon against other ships of its like in lawless space.&lt;br /&gt;
:*Dis-Advantages: -2 to Mobility, -3 Hard Points&lt;br /&gt;
:*Advantages: +2 Bays (Both are forcefully converted into Cargo Holds) as a 240Units of Cargo Space, Super Common Bonus -1 to Procure Diff and 50% less time/cost to repair&lt;br /&gt;
&lt;br /&gt;
;Battle Cruisers:&lt;br /&gt;
: A standard in most military fleets these larger, heaver counter parts to the Cruiser are powerful heavy hitting machines of death. While BattleShips dominate the heavens with impressive presence of power. The BattleCruiser is what gives a military its flexibility. Smaller and generally faster most militaries use these ships as a counter for smaller ships and a less expensive solution to dealing with small scale pirates and bandits.  &lt;br /&gt;
:*Dis-Advantages: Cargo Capacity is 480Units, Passenger Cap is 8, -5 Attribute Points&lt;br /&gt;
:*Advantages: +2 Electronics, +2 Mobility, +1 Non-Weapon Hard Point&lt;br /&gt;
&lt;br /&gt;
;Battle Ships:&lt;br /&gt;
: These terrifying ships are massive war machines and are usually the backbone of militaries. These machines can be used to fight other BattleShips while also grouping up to take on larger objects. Considered necessary for any large scale conflict in space these expensive massive machines are a must have.&lt;br /&gt;
:*Dis-Advantages: Cargo Capacity is 1,920Units, Passenger Cap is 12, -5 Attribute Points&lt;br /&gt;
:*Advantages: +2 Engines, +2 Armor, All weapons gain the &#039;Barrage&#039; mode for free.&lt;br /&gt;
&lt;br /&gt;
;Capital:&lt;br /&gt;
: So massive they are sometimes mistaken for stations these epic craft seam to defy logic as they effortlessly float in the heavens. Any military or civilization attempting to prove itself to others may build these behemoths. Usually Capital ships are not used to fight directly in combat but as a base of operations and control. Thus some consider them nothing more the propaganda and an expensive fear machines. Most Capital ships are used as Command ships or Super Carries not for ships but for soldiers. They are excellent solution to the mass logistic problems of larger militaries. &lt;br /&gt;
:*Dis-Advantages: -5 Attribute Points, -4 Mobility, -3 Hard Points&lt;br /&gt;
:*Advantage: +4 Bays, +2 Sensors, +2 Communications, +2 Electronics&lt;br /&gt;
&lt;br /&gt;
;Carriers:&lt;br /&gt;
: Carriers are the main ship that makes a large fleet mobile. It can also provide flexibility in combat as it can deploy an array of different types of ships and drones. Most Carriers are designed to hold and maintain smaller ships. But some are designed for troop deployment to stations and planets. There are also Super Carriers which are Capital class Carriers that are able to old larger size or simply more ships/people. In some cases doubling as a Command Ship.&lt;br /&gt;
:*Dis-Advantages: -5 Attribute Points, -2 Mobility, -5 Hard Points&lt;br /&gt;
:*Advantages: +6 Bays, +2 Sensors, +2 Electronics, Built is Repair Bay for Large ships or smaller.&lt;br /&gt;
:*Misc: Can carry, deploy, repair ships of Large size or smaller. &lt;br /&gt;
&lt;br /&gt;
;Cruisers:&lt;br /&gt;
: A smaller light weight version of the Battle Cruiser. However the purpose is the same. They are flexible combat vessels. Common in both Military and police forces and is usually seen as the first response to aggressive outlaws. Considered by police forces as there solution to deal with the more deadly pirates, gangs, and other criminal organizations. The military however sees these as inexpensive portal/recon/scientific/experimental craft. &lt;br /&gt;
:*Dis-Advantages: -2 Attribute Points&lt;br /&gt;
:*Advantages: +1 Hard Point, +2 Mobility&lt;br /&gt;
&lt;br /&gt;
: There is also non-military applications for hulls similar to cruisers. Everything from personal transportation of a VIP to a luxury liner. The rich would much rather distance themselves from a fancy customizes barge for there travels. After all anybody can afford one of those. Demilitarized older model cruisers are often sold by militaries to other governments or people as for a verity of different reasons. And sometimes you may find that they are not so de-fanged as they are meant to be. &lt;br /&gt;
:*Dis-Advantages: -2 Armor&lt;br /&gt;
:*Advantages: -4 Hard Points, +2 Mobility&lt;br /&gt;
&lt;br /&gt;
;Drones:&lt;br /&gt;
: Drones come in all shapes, sizes and uses. From military to personal hobbyist these machines all have one thing in common. Some sort of A.I. and a connection to a central controller or computer system. The military has a wide range of uses from complementing a ships systems to being part of a Carrier fleet that can send swarms of drones down upon an enemy in coordinated attacks. However many people have drones for personal use. It also helps that drones with self defense A.I. is usually not illegal in most of the Ring and thus many people use them as a way to help deter outlaws.&lt;br /&gt;
:*Dis-Advantages: -1 across all Attributes.&lt;br /&gt;
:*Misc: Drone AI Module installed. Can be easily controlled by an AI system can can be deployed in masses to attack or defend. Swarm bonuses apply when 4 or more are part of a team. Swarm adds AC advantages against projectile attacks.&lt;br /&gt;
&lt;br /&gt;
;Destroyers:&lt;br /&gt;
: These ships where meant to ask the question: &amp;quot;How much fire power can one medium ship truly have?&amp;quot;. While similar sizes and speeds to a Cruiser these ships are rarely seen used by anybody except the military. They are designed to back a massive bunch for there size. Made a cheap considering there fire power and have a minimalist crew. Squads of these craft are usually used to compliment attack fleets that target other Medium to Huge sized craft. These Destroyers go toe to toe with the best Battle Cruisers and Battle Ships. The idea being that the Destroyer will be specifically fitted for its target ship and if a few ships die in the process this is nothing compared to loosing a bigger ship that has more people and cost more money.&lt;br /&gt;
:*Dis-Advantages: Illegal to own even though it is a Medium sized craft, -2 Attribute Points&lt;br /&gt;
:*Advantages: +2 Hard Points, All weapons are considered &#039;Gimbaled&#039; for free. &lt;br /&gt;
&lt;br /&gt;
;Dreadnoughts:&lt;br /&gt;
: Dreadnoughts have an interesting history. It is believed the precursors to the Dreadnought was a super heavy battle ship designed as a &amp;quot;Station buster&amp;quot;. Stations had ever defenses and could take a long time to bring down by a fleet of Battle Ships. So to minimize the amount of forces committed to a single attack a large ship was designed. However shortly after stations just got bigger defenses. In order to find a use for these super powerful focused weapons it is believed these ships where then used to hit targets on planets and moons. The terror of seeing massive scale death raining down from the sky put fear into people who named the ships Dreadnoughts. &lt;br /&gt;
: Dreadnoughts have evolved over time to include taking out of Dreadnoughts as well Carriers and Capital ships. The more powerful weaponry at the time for taking out these ships was explosive forces from Nuclear or anti-mater which made radial explosions that where discriminatory of who it effected. Dreadnoughts where the first mobile forum of focus weaponry which had the counter intuitive effect of bring these larger scale ships into every day combat. It did this because these larger ships where simply dying at larger and larger ranges where they own effectiveness was computerized but now they can be brought into the heat of battle where they would be most effect without worrying about its destruction also leading to everyone else’s destruction. &lt;br /&gt;
:*Dis-Advantages: -2 Mobility, -5 Ability Points, -2 Hard Points&lt;br /&gt;
:*Advantages: Can mount a single Gigantic sized weapon without taking up any hard points. This Gigantic weapon has double the base range and a +2 Moderate Advantage to hit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Fighters:&lt;br /&gt;
: Similar to combat aircraft of the modern world these machines fly through space instead of the atmosphere. Some can do both however. Although they are usually only effect in one or the other. Usually only a single pilot supported by advanced A.I. these craft carry massive punch. Similar design philosophy to that of the Destroyer Hull configuration except at a smaller scale these craft where uses almost like cannon fatter by most militaries as a way to swarm any ships and use precision targeting or advance electronics to disable and in some cases destroy the bigger target. &lt;br /&gt;
:*Dis-Advantages: -2 Armor, Passenger Cap is 1&lt;br /&gt;
:*Advantages: +2 Mobility&lt;br /&gt;
&lt;br /&gt;
;Frigates:&lt;br /&gt;
: A common craft in the Ring this space ship is normally used only for military purposes. But it is also the common police craft as well as what is normally used by VIPs transportation if they are not rich enough to afford a Cruiser. Just like the Cruisers you will find them being sold everywhere. &lt;br /&gt;
:*Dis-Advantages: -1 to Sensors&lt;br /&gt;
:*Advantages: This super common craft is use for just about everything and thus 50% less cost/time spent on repairs. +1 Attribute Point&lt;br /&gt;
&lt;br /&gt;
;Freighters:&lt;br /&gt;
: When a Barge cannot do the trick Freighters take over. These are the industrial scale cargo transportation ships. Although some have been converted into other things such as massive traveling carnivals. Just like barges these can be converted to transport just about everything. &lt;br /&gt;
:*Dis-Advantages: -4 Mobility, -4 Hard Points&lt;br /&gt;
:*Advantages: All converted Cargo Bays provide double the space. +6 Cargo Bays which adds an additional 20,000 Units of space for a total of 28,000 Units if no other bays converted.&lt;br /&gt;
&lt;br /&gt;
;Industrial:&lt;br /&gt;
: Factory in a can. These ships of varies sizes are the backbone of non planetary or moon based industry. This usually means mining and refining of asteroids but it is not always limited to that. These are must have for new settlers to a solar system that are hopping to there new homes resources to start a new colony or terraform a planet. &lt;br /&gt;
:*Dis-Advantages: -2 Mobility, -2 Hard Points&lt;br /&gt;
:*Advantages: The Ship has a free Industrial Bay of the largest size that the Hull configuration can hold. The Industrial Bay provides a +2 bonus with the correctly skill person.&lt;br /&gt;
&lt;br /&gt;
;Shuttles:&lt;br /&gt;
: Personal transport vehicles. The more versatile the more expensive. The basic kinds can only fairy from station to station. And can only accommodate say two passengers. But the more advanced you get the more people it can carry further and further distances to more and more different places. Such as planets, move around as a planet side craft, or even go under oceans.&lt;br /&gt;
:*Dis-Advantages: -2 Armor, -2 Engines, -2 Electronics, -2 Hard Points&lt;br /&gt;
:*Advantages: +4 Mobility, +2 Communications, Pilot doesn&#039;t need the Pilot skill to provide Dex bonus, +2 Passengers&lt;br /&gt;
&lt;br /&gt;
== Space Ship HardPoints and Bays ==&lt;br /&gt;
&lt;br /&gt;
A space ships hardpoints are its external mounting points where weapons and other external upgrades go. Where as a ships Bays are its internal upgrades. The amount of Hard Points and Bays are determined by the Hull Size. However Hull Configuration and how points are spent on the Ships 6 attributes may also effect these numbers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Space Craft Hard Points and Bays&lt;br /&gt;
! Size&lt;br /&gt;
! Weapon Size&lt;br /&gt;
! Hard Points&lt;br /&gt;
! Number of Bays&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Colossal|| Gigantic || 10 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan|| Large || 10 || 8 &lt;br /&gt;
|-&lt;br /&gt;
|Huge|| Large || 8 || 6  &lt;br /&gt;
|-&lt;br /&gt;
|Large|| Medium || 8 || 4 &lt;br /&gt;
|-&lt;br /&gt;
|Medium|| Medium || 6 || 2&lt;br /&gt;
|-&lt;br /&gt;
|Small|| Small || 4 || 1&lt;br /&gt;
|-&lt;br /&gt;
|Tiny|| Small || 2 || 0 &lt;br /&gt;
|-&lt;br /&gt;
|Diminutive* || N/A || 3 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Fine* || N/A || 2 || 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;3&amp;quot; | *These ships use &#039;normal&#039; sized weapons noted in the [[Weapons|Weapons Section]]&lt;br /&gt;
|}&lt;br /&gt;
=== Hard Points ===&lt;br /&gt;
&lt;br /&gt;
Hard Points are communally referred to as the locations that weapons are deployed. However they can also mount a number of other external devices. Such as a Jamming Array, Grappler, Extended Sensor Array, Target Enhancers, Target Jammers etc... More information on Ship Weapons can be found in the [[Space_Ships#Ship_Weapons|Ship Weapons]] section. The number of hard points as well as the size of the weapon the hard point can support is shown on the chart too the right.&lt;br /&gt;
&lt;br /&gt;
=== Bays ===&lt;br /&gt;
&lt;br /&gt;
Bays are empty spaces within the hull of the ship that can be customized for certain uses. A Bay can be converted into facilities for example: Science Bay or Medical Bay. The facilities add additional services that the ship can provide to its crew.. given that someone has the necessary skills to operate them. Bays are sometimes required for certain upgrades. Theses upgrades use the space to store additional power supplies, relays, conduits, access ports and other components necessary to support the Upgrade. More information on Ship Bays in the [[Space_Ships#Ship_Bays|Ship Bays]] section below.&lt;br /&gt;
&lt;br /&gt;
== Space Ship Abilities and Upgrades==&lt;br /&gt;
&lt;br /&gt;
Ships can have modifications installed in the form of System Upgrades. Ever Statistic of a ship from the 6 main Stats to all Secondary Stats can have System Upgrade installed. These can be installed by a Character with the correct Craft skill or simply paid for. A list of System Upgrades can be found in the Wealth and Equipment section.&lt;br /&gt;
&lt;br /&gt;
Ships can also have modifications outside of upgrading key systems. But instead add new Abilities to a craft. Usually this upgrade depends on at least one of the 6 Main Stats or the bonus from Combat Maneuver Attack Bonus. A detailed list of Space Ship Abilities can be found in the Space Ship Combat section [[Combat#Space_Combat|here]].&lt;br /&gt;
&lt;br /&gt;
== Ship Quirks ==&lt;br /&gt;
&lt;br /&gt;
Ship&#039;s can have Quirks about them. Similar in nature to a Character [[Difficulties|difficultly/trait]] ships can have Quirks/defects that can add more personality uniqueness to ones ship. Any adventure is going to get some scars and bumps along the way and his ship is no different. Ships are expensive and you don&#039;t want to just replace it the moment it cracks its first Quantum coolant tank. Over time the ship is going to start to gain its own personality in the eyes of its crew. &lt;br /&gt;
&lt;br /&gt;
Here are some &#039;Quirks&#039; or &#039;defects&#039; that ships can gain over time. They can be &#039;earned&#039; or given by the GM. Players with the right skills and equipment can over time remove most defects and quirks if they want. Although some can be made permanent if GM wishes it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Out Dated&#039;&#039;&#039;:&lt;br /&gt;
* Description: This ship is old and antiquated. Most people will find that its only worthy of a scrap yard. Or perhaps a museum. The ship is more likely to gain other quirks. A ship with this quirk gets to pick another quirk and ignore its negative. The quirks are permanent.&lt;br /&gt;
* Negative: It costs 25% less to buy and you get 50% less if you attempt to sell it.&lt;br /&gt;
* Positive: Choose another quirk and ignore its negative effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Cranky &#039;&#039;&#039;:&lt;br /&gt;
* Description: This ships engines and internal components require some encouraging from time to time. A good bang here or smack there to get it to start functioning correctly. &lt;br /&gt;
* Negative: When getting massive damage or receiving a crit on the ship the there is a 50% chance a component may start to malfunction requiring a crew member to waste a turn finding and banging the part back into shape.&lt;br /&gt;
* Positive: Instead of repairing an item over possibly multi turns a crew member can act even without the appropriate skills to quickly repair a single broken part of the ship once per day by simply hitting it really hard.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Falling Apart &#039;&#039;&#039;:&lt;br /&gt;
* Description:  Weather by age or by miss care this ship is falling apart. Sure it runs but for how long? It also looks like it pile of junk. Characters will be constantly on the look out for the next broken component. &lt;br /&gt;
* Negative: 25% reduction of resale value. Every day of travel the ship has a small chance of having something break. A dice is rolled and either a 50/50 coin toss or a 100% check where a player guess high or low. If the player losses the coin toss or guess then there is a broken component. Another % dice is rolled to determine the issue. Most are not serious.&lt;br /&gt;
**1-10%: Super superficialis problem. The ship is just a little more bumpy/noisy then normal.&lt;br /&gt;
**11-20%: A minor problem with the engines. -1 to the engines until they are repaired.&lt;br /&gt;
**21-30%: A minor problem with the crafts Mobility. -1 to Mobility until repaired.&lt;br /&gt;
**31-40%: A minor problem with the Amour. Some noticeable cracks form. Temporary -1 Hit die until repaired&lt;br /&gt;
**41-50%: A minor problem with the Electronics. -1 to Electronics. On top of it the lights flicker and sometimes waste management doesn&#039;t work! Eks!&lt;br /&gt;
**51-60%: A minor problem with the Sensors. -1 to Sensors. Or sensor blimps show up often with things that are actually not there. GM choice.&lt;br /&gt;
**61-70%: A minor problem with communications. -1 to Communications. Or random calls from unknown sources show up. Or calls end when they shouldn&#039;t. GM Choice.&lt;br /&gt;
**71-80%: A random minor problem with one of the bays of the ship. (Get a die equal too the number of bays and roll for which bay, or GM Choice). The Bay is disabled until repaired.&lt;br /&gt;
**91-100%: Re-roll except its a major problem instead of minor. (If 90-100 simply re-roll until you land on a % that is not.)&lt;br /&gt;
&lt;br /&gt;
If the problem is a minor one it requires no materials and 1 work day of no FTL to repair. If the problem is a major one it will require materials to repair if there is no Engineering Bay the ship will require a facility for assistance to get the repair done.&lt;br /&gt;
* Positive: Because of the experience the crew must gain through repairing the darn ship all the time the crew gain the Advanced Jerry Rigging Feat when making repairs to only this ship.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Infested &#039;&#039;&#039;:&lt;br /&gt;
* Description: You do not know how or when and frankly you don&#039;t care. You just want these dam pests gone! They are smelling, annoying, and fur gets everywhere. And that&#039;s if you are lucky enough not to get the slimy kind of space pests. No matter the type of pests you have they all have one thing in common. They know how to stay alive and most notably THRIVE on board a space ship. They do this by living off the ship systems. Some people swear they live solely off the frustrations and agony of the crew. &lt;br /&gt;
* Negative: You will have a hard time taking on passengers on your ship. All crew and passengers have to roll Constitution saves once a day with a DC12. If they fail they become sick. Engineers have a -1 to repair checks on the ship.&lt;br /&gt;
* Positive: The likely hood of a stowaway on your ship is nearly nill. And if one does deiced to come on board they have a -10 to stealth. Pests don&#039;t like sharing! +2 to Communications when dealing with pirates/smugglers. Not only do must sympathies with your problem they also don&#039;t want to even think about docking with your ship. Making stealing your stuff all that much harder.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Bad Past &#039;&#039;&#039;:&lt;br /&gt;
* Description: However owned this ship deserves to be shot right next to the person who sold ship too you. For some reason this ship seams to bring out all the ugly when trekking around space. It seams like whoever owned this before you was wanted in all the systems and not in a good way. If its not pirates then its Tracers or local police or the military. Or some princess who just wants to know when she will she the ship docking in her port again. Take advantage of the situation or try to correct it your choice. Either way its always gonna get in your way and likely when you least expect it.&lt;br /&gt;
* Negative: -4 to communications. The ship is communally known along with its systems. People may attack you without provocation. &lt;br /&gt;
* Positive: Its likely that this ship can open as many doors as it closes. Its a 50/50% chance the person that knows your ship wants to kill you or pretend to be your friend and then maybe kill you later.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Artificial Intelligence &#039;&#039;&#039;: &lt;br /&gt;
* Description: Wait what? I thought that was illegal for space ships to have fully aware AI computer linked too all ship systems. (Especially Weapons) Well that may be one reason why the ship didn&#039;t tell you right aware it was smarter then you. But now you know. Hopefully it is nice and wont kill you. (Open the bay doors damit!) Nightmares aside you are in a deep pile of crock! If authorities find out they may as well put you in jail. Helping AI is breaking serious rules. One the other note this ship is pretty awesome! I mean wow! You sure hope it doesn&#039;t turn on you! *gulp*.&lt;br /&gt;
* Negative: Illegal! You cannot sell this through official markets. If you are caught most civilizations completely outlaw AI with such freedom and power with extremely harsh penalties. (This Negative cannot be ignored using the &#039;Out Dated&#039; quirk) &lt;br /&gt;
* Positives: +1 to Sensors, Mobility, Electronics. The ship can drive itself and pretend to be someone onboard. Oh the possibilities! &lt;br /&gt;
* Misc: The ship has to have a personality. Below are some options. You can roll for these or the GM can choose one. Or a blend&lt;br /&gt;
** Optimist&lt;br /&gt;
** Bully&lt;br /&gt;
** Physio&lt;br /&gt;
** Shy/Unsure&lt;br /&gt;
** Over achiever&lt;br /&gt;
** Whimsical&lt;br /&gt;
&lt;br /&gt;
== Ship Positions ==&lt;br /&gt;
&lt;br /&gt;
There are 3 main positions that can directly effect a ship. Small size or smaller ships can combine these positions without taking penalties. However larger ships require the positions to be filled by a dedicated person or take a Moderate -2 per extra position a single Character is fulfilling. &lt;br /&gt;
&lt;br /&gt;
The 3 main positions are:&lt;br /&gt;
* &#039;&#039;&#039;Helm&#039;&#039;&#039;: Supplies the Pilot bonus&lt;br /&gt;
* &#039;&#039;&#039;Weapons&#039;&#039;&#039;: Supplies a bonus to accuracy checks&lt;br /&gt;
* &#039;&#039;&#039;Communications&#039;&#039;&#039;: Supplies that characters CHA mod as a bonus to communications and to jamming or counter jamming. &lt;br /&gt;
&lt;br /&gt;
There are also 4 other positions that are note worthy.&lt;br /&gt;
* &#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Engineer&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Science&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Medical&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Captain&#039;&#039;&#039; can use the Leadership feat to provide bonuses to the people in different positions on the ship. The &#039;&#039;&#039;Captain&#039;&#039;&#039; can use there CHA Mod instead of the Comms officer if they are the one doing 100% of the talking.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Engineer&#039;&#039;&#039; does not effect the stats of the ship. However they can help to repair the ship even while in combat if the ship has an Engineer station or facility. A ship can also provide information and tools at the ready for an Engineer to help repair the ship giving the Engineer bonuses to repair.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Science&#039;&#039;&#039; officer can be anyone that wants to preform science related skills on the ship using a ship provided science station or facility. Not all ships come with a Science station or facility. They are upgrades that can be installed. A person using this station can gain bonuses.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Medical&#039;&#039;&#039; officer just like the Science officer requires a Medical facility. Anyone using the Medical facility with the necessary skills can gain bonuses. &lt;br /&gt;
&lt;br /&gt;
More positions can be made up by the GM for the purpose to storytelling and game play. As long as those roles are clear and the Players are aware of them before gaming.&lt;br /&gt;
&lt;br /&gt;
== Ship Weapons ==&lt;br /&gt;
&lt;br /&gt;
There is 4 main weapon sizes. Small, Medium, Large, Gigantic. To the right is a table showing ship size and the relative sized weapon that ship can be fitted with as well as the default number of hard points.&lt;br /&gt;
&lt;br /&gt;
Below is the weapons sizes. Size is relative. To the average person these weapons must be massive. However to a ship they are Small to Gigantic just like the weapons sizes specified in the [[Weapons#Weapon_Levels|Weapons Levels]] section. There are also Weapon Types. Projectile, Laser, Plasma,  and Missile.&lt;br /&gt;
&lt;br /&gt;
The Weapon Size provides the number of damage die (Although not the die type) as well as the base range.&lt;br /&gt;
&lt;br /&gt;
The weapon Type provides the damage die type as well as the range increment penalty.&lt;br /&gt;
&lt;br /&gt;
Weapons can also have Amo types which can add or take away bonuses. However amo rules are the same for ships as they are for normal weapons. Too review rules for amo usage go [[Weapons#Ammunition|here]].&lt;br /&gt;
&lt;br /&gt;
Weapons can also have Special Features that increase the price and Procure diff.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:left; margin-right: 10px; text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Weapons Sizes&lt;br /&gt;
! Size&lt;br /&gt;
! Damage Die&amp;lt;br /&amp;gt;Number&lt;br /&gt;
! Minimum Range&lt;br /&gt;
|-&lt;br /&gt;
| Small || 3dX || 3,000ft/6 Squares&lt;br /&gt;
|-&lt;br /&gt;
| Medium || 6dX || 9,000/18 Squares&lt;br /&gt;
|-&lt;br /&gt;
| Large || 9dX || 27,0000/54 Squares&lt;br /&gt;
|-&lt;br /&gt;
| Gigantic || 12dX || 81,000/162 Squares&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:left; margin-right: 10px;&amp;quot;&lt;br /&gt;
|+ Space Craft Weapon Types&lt;br /&gt;
! Type&lt;br /&gt;
! Die Type&lt;br /&gt;
! Range Penalty&amp;lt;br /&amp;gt;Accuracy / Damage&lt;br /&gt;
|-&lt;br /&gt;
| Projectile || d4 || -1 / 0&lt;br /&gt;
|- &lt;br /&gt;
| Laser || d8 || -2 / -1&lt;br /&gt;
|-&lt;br /&gt;
| Plasma || d10 || -4 / -2&lt;br /&gt;
|-&lt;br /&gt;
| Missile || d6 || Amo Dependent&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-right: 10px; text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Weapon Costs&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Types&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Small&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Medium&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Large&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Gigantic&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Projectile&lt;br /&gt;
| $1,000&lt;br /&gt;
| $10,000&lt;br /&gt;
| $100,000&lt;br /&gt;
| $1,000,000&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Laser&lt;br /&gt;
| $2,500&lt;br /&gt;
| $25,000&lt;br /&gt;
| $250,000&lt;br /&gt;
| $2,500,000&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Plasma&lt;br /&gt;
| $5,000&lt;br /&gt;
| $50,000&lt;br /&gt;
| $500,000&lt;br /&gt;
| $5,000,000&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Missile&lt;br /&gt;
| $2,000&lt;br /&gt;
| $20,000&lt;br /&gt;
| $200,000&lt;br /&gt;
| $2,000,000&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Special Features ====&lt;br /&gt;
&lt;br /&gt;
Below is a list of Special Features for Ship Weapons. A weapon can only have one Special Feature. The Special Feature doubles the cost of the weapon and adds the Procure Diff up by 1.&lt;br /&gt;
&lt;br /&gt;
* Burst Fire:&lt;br /&gt;
: This decreases accuracy by -4 but adds a +1 to all dice role. The weapon cannot use this Special Feature again for 1d6 turns.&lt;br /&gt;
* Barrage Mode:&lt;br /&gt;
: This increases accuracy by +4 but reduces the hit die by one level. This is a mode that can be turned on or off as a Free Action&lt;br /&gt;
* Fully Unload:&lt;br /&gt;
: This adds a +1 to all dice role however makes the weapon useless for 1 round. Also the weapon cannot use this Special Feature again for 1d6 turns. &lt;br /&gt;
* Suppressive Fire:&lt;br /&gt;
: This makes the weapon fire an unlimited amount of Attack of Opportunities to enemy targets with a Moderate +2 accuracy bonus. However this requires a Full Round action to setup during at which the weapon cannot be fired.&lt;br /&gt;
* Gimbal:&lt;br /&gt;
: Allows for better target tracking. +1 to Accuracy. This weapon cannot have other Special Features unless it is Master Crafted.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Lastly the ship&#039;s weapon can be further improved by a Tech Point or having it be Master Crafted. Master Crafting can allow up to 5 levels of master worked. Each level can provide a +1 too Accuracy, bonus 500ft range increment, +1 bonus damage or lastly adds another Special Feature. Each extra point doubles the cost. Making some weapons very expensive.&lt;br /&gt;
&lt;br /&gt;
=== Amo ===&lt;br /&gt;
&lt;br /&gt;
Amo adds an extra layer of customization too what your ships weapons can do. Amo can change your damage die, provide damage bonuses, range bonus, and change the damage type. By default Projectile, Missile weapons are Kinetic Damage types while Laser and Plasma are Thermal damage types. However this can change. Any different damage type from the default increases the price of the Amo by 50%. Any other bonuses provided increase the price by doubling it. If the bonus is increased say from +1 Damage Die to +2 the base price is quadrupled. The maximum bonus amo can provide is +5. Also anything above +1 and the procure diff starts to go up. Each level after +1 adds to the difficulty and rareness that the Characters would be able to acquire such amo even if they had the money. &lt;br /&gt;
&lt;br /&gt;
Crafting amo beyond the default weapon type requires a crafting rank of +2 or higher. Adding additional bonuses to damage die requires +3 for +1 damage. And +4 for +2 damage and so on.&lt;br /&gt;
&lt;br /&gt;
Below is a chart of the base prices for Amo based on there size and weapon type. This is for 100 rounds. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-right: 10px; text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Weapons Speeds&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Types&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Small&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Medium&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Large&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Gigantic&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Projectile&lt;br /&gt;
| $100&lt;br /&gt;
| $1,000&lt;br /&gt;
| $10,000&lt;br /&gt;
| $100,000&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Laser&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Plasma&lt;br /&gt;
| $15,000&lt;br /&gt;
| $150,000&lt;br /&gt;
| $15,000,000&lt;br /&gt;
| $1,500,000,000&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Missile&lt;br /&gt;
| $1,000&lt;br /&gt;
| $15,000&lt;br /&gt;
| $250,000&lt;br /&gt;
| $10,000,000&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Ship Bays ==&lt;br /&gt;
&lt;br /&gt;
Below is a list of Ship Bays accompanied by there description and cost. When applicable all bays can only be used by a single character at a time unless specified other wise.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Cargo Bay&#039;&#039;&#039;: This is simply a space carved out within the ship to store stuff. Most any stuff can be stored in a cargo bay. Cargo Bays can be specially fitted to handle dangerous material. These bays are more expensive and rare. The amount of stuff a Cargo Bay can hold is measured in Units. Explained in the [[Space_Ships#Space_Ship_Default_Statistics|Space Ship Default Statistics]] section. The amount of Unit space a Cargo Bay adds is determined by the size of the craft. It is an additional 1/4 the number of Units the size of the Craft can carry. There is no size limit or requirement for a Cargo Bay. &lt;br /&gt;
** Price: Base price for a cargo bay for a Small Sized Craft is $10,000. It is doubled each size increment higher.&lt;br /&gt;
* &#039;&#039;&#039;Science Bay&#039;&#039;&#039;: This bay can act as a Chemical Kit and Electronic Kit that provides +X to crafting these materials. The X is determined by the level of the Science Bay. There are 5 levels of Science Bay. For example if the Bay is a level 2 then its +2 for both. This Bay also may be a requirement for certain types of upgrades on the ship. The level determines the cost.&lt;br /&gt;
** Price: Level 1 Science Bay costs $15,000. Each level higher triples the price.&lt;br /&gt;
* &#039;&#039;&#039;Medical Bay&#039;&#039;&#039;: This bay is considered to have a Medical Kit and Surgical Kit/Unit. This enabled A person with the [[Treat_Injury|Treat Injury]] skill to be able to preform all available types of treatment the Skill can offer from Surgery to Treat Poison and even Long-Term Care. This provides a +2 bonus too these actions. However a Medical Facility is an upgraded larger version of the Medical Bay. It can treat multi patients instead of one at a time and provides a +4 to the Treat Injury skill. Also the Medical Facility can also double as a Chemistry Kit for the purposes of crafting. Medical Facility requires a Large ship or bigger and two bays instead of one.&lt;br /&gt;
** Price: Medical Bay cost is: $25,000. Medical Facility costs: $500,000&lt;br /&gt;
* &#039;&#039;&#039;Industrial Bay&#039;&#039;&#039;: This Bay can act like both a Chemical and a Mechanical Kit. It provides a 1/2 Level bonus to Chemical crafting and a per level bonus to Mechanical. For example a Level 1 Industrial Bay provides a +0 to Chemical and a +1 to Mechanical. But a +4 provides a +2 Chemical and +4 Mechanical. The max level is 5. There is also the Industrial Facility. This allows for multi people to take advantage of the Industrial Bay at once. And also provides a +1/2 level bonus to Structural. It requires a Large Size or larger ship and two bays instead of one.&lt;br /&gt;
** Price: Industrial Bay cost is $15,000 starting level. Triple the cost per level. Industrial Facility costs $250,000 starting level and Triple the cost per level.&lt;br /&gt;
* &#039;&#039;&#039;Engineering Bay&#039;&#039;&#039;: This bay acts like both a Electronics and Mechanical kits. And provides a +1 to both per level. An Engineering Facility can be used by multi people. And provides an extra +1 per level bonus to any repairs to the ship its in. The Facility requires a Medium ship or larger and takes up two bays instead of one. Both the Bay and Facility allow characters to actively make repairs or modifications on ships even during combat.&lt;br /&gt;
** Price: Engineering Bay costs $30,000 starting level. Triple the cost per level. Engineering Facility costs $500,000 staring. Triple cost per level.&lt;br /&gt;
* &#039;&#039;&#039;Astrometrics Bay&#039;&#039;&#039;: This provides a +1 per level to the ship&#039;s Sensor attribute. This also increases the range of the Sensors by double.&lt;br /&gt;
** Price: $5,000. Triple the cost per level.&lt;br /&gt;
* &#039;&#039;&#039;Refinery Bay&#039;&#039;&#039;: This allows the ship to take raw materials and break them down to base materials that can be used for all sorts of crafting. It can also reduce the size and weight of mine or salvaged material by 50% by breaking down the salvage to its base parts. A must have for a scavenger or mining vessel. This can also provide a cheap source of crafting materials. Breaking down the material takes time. 100 units per day by default. There are 2 levels of Refineries. And 2 sizes. Level 1 can refine up to 50% of the waste away. But level 2 can refine 90%. The size determines the amount of units. A Refinery Facility is larger. Requires a Large or larger ship size and two bays. However a Facility refines 1000 units per day. These refineries can refine most any material. Even weapons, garbage, rock, ice asteroid even gases extracted from a gas giant. &lt;br /&gt;
** Price: Bay Level 1: $30,000. Bay level 2: $150,000. Facility Level 1: $300,000. Facility Level 2: $1,500,000&lt;br /&gt;
* &#039;&#039;&#039;Docking Bay&#039;&#039;&#039;: Allows ships two sizes smaller then then the ship the Docking Bay is installed on. If the ship also has an Industrial or Engineering Bay/Facility the Docking Bay can facilitate repairs with bonuses from those bays. The docking bay has space for 1 ship 2 sizes smaller. So the Bay will have that many squares of space. More then one ship can enter the bay if the ships are small that there total squares taken up do not exceed the number of squares a ship two sizes smaller would occupy. Multi docking bays can be installed side by side to provide bonus squares. For each set of two bays there is an additional amount of space equal to 3 ship sizes smaller.&lt;br /&gt;
** Price: The price is based on the size of the ship. Small cost is: $10,000. The price is double per each size increment higher.&lt;br /&gt;
* &#039;&#039;&#039;Passenger Bay&#039;&#039;&#039;: This allows the ship to support additional passengers. Similar to Cargo Bays Passenger Bays bonus is based on the size of the ship. The amount of bonus Passengers is based on the total possible amount determined by the Hull Size table divided by the number of Bays the ship has which is also determined by size. For example a Large ship has 4 bays and can support an additional 12 members. 12/4 is 3. So each Passenger bay can provide space for 3 more people. Passenger Bays costs can very based on how fancy they may be and what size ship they are being installed on.&lt;br /&gt;
** Price: For a small ship the base cost is: $20,000. It is doubled per each size increment.&lt;br /&gt;
&lt;br /&gt;
== Ship Crafting ==&lt;br /&gt;
&lt;br /&gt;
Ships are considered Structures. They require the following crafting skills: Electrical, Mechanical, Structural&lt;br /&gt;
&lt;br /&gt;
Building a ship requires a Ship Yard. A Docking Bay can also be used to repair a ship if the ship/station its part of has a Industrial or Engineering bay as well. Ship Yards can also facilitate repairing a space ship but a space ship that has an Engineering Bay can also do that.&lt;br /&gt;
&lt;br /&gt;
The materials costs are based on the finishing price of the ship not including the hardpoints and bays unless you are also building those. &lt;br /&gt;
&lt;br /&gt;
The time is based on the size of the ship.&lt;br /&gt;
*Colossal: 36450 Days - Requires Super Heavy Ship Yard&lt;br /&gt;
*Gargantuan: 12150 Days - Requires Super Heavy Ship Yard&lt;br /&gt;
*Huge: 4050 Days - Requires Heavy Ship Yard&lt;br /&gt;
*Large: 1350 Days - Requires Heavy Ship Yard&lt;br /&gt;
*Medium: 450 Days&lt;br /&gt;
*Small: 150 Days&lt;br /&gt;
*Tiny: 50 Days&lt;br /&gt;
*Diminutive: 20 Days&lt;br /&gt;
*Fine: 10 Days&lt;br /&gt;
&lt;br /&gt;
Skilled laborers can be contracted to divide up the work. A Ship Yard can have as much as 50 people working on the same ship. Heavy 500 people. And Super Heavy 5,000 people. Cost may very based on the GM. But default suggestion would be $10,000 a day + completion bonus of 1/1000th the cost of the ship.&lt;/div&gt;</summary>
		<author><name>99.91.0.249</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Space_Ships&amp;diff=2550</id>
		<title>Space Ships</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Space_Ships&amp;diff=2550"/>
		<updated>2015-12-26T06:18:30Z</updated>

		<summary type="html">&lt;p&gt;99.91.0.249: /* Ship Quirks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
This page is for rules on Building, repairing, buying and selling of Space craft within the Future Path universe. For rules on combat in a Star ship go [[Combat#Space_Combat|here]]. For rules on piloting and exploration with space ships go [[Transportation|here]]&lt;br /&gt;
&lt;br /&gt;
== Space Craft Categories ==&lt;br /&gt;
&lt;br /&gt;
There are two distinctive aspects to space craft. Its Hull size and Hull configuration. The Hull the primary foundation too a Space Craft. All other aspects are derived from a crafts Hull. When building a ship or trying to price the ship out the price is first based on its size. Then its configuration (if it has one). Configurations determines what purpose the craft has and different hall configures can allow access to different things thus changing the price. Configuration may also determine the [[Wealth_and_Money#Procure_Difficulty|procure difficulty]]. &lt;br /&gt;
&lt;br /&gt;
=== Hull Sizes ===&lt;br /&gt;
&lt;br /&gt;
Below is a table of Hull sizes. All hulls must fit within these sizes. Sizes are here to represent the number of squares that a craft will take up in space. Much like a character taking up a 5ft square of personal space craft also have the same personal space except they are in 500ft blocks instead. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Sizes&lt;br /&gt;
! Size&lt;br /&gt;
! Size&amp;lt;br /&amp;gt; Modifiers&lt;br /&gt;
! Armor&amp;lt;br /&amp;gt; Bonus&lt;br /&gt;
! Weapon Size&amp;lt;br /&amp;gt;Hard Points&lt;br /&gt;
! Sq ft&lt;br /&gt;
! Num of Squares&lt;br /&gt;
! Base Price&lt;br /&gt;
! Support Life&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Colossal|| –8 || +6 || Huge / 10 || ~32,000+ ft || 64+ squares || 12 Million  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan|| –4 || +2 || Large / 10 || ~18,000+ ft || ~36 squares || 4 Million || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Huge|| –2 || +1 || Large / 8 || ~8,000+ ft || ~16 squares || 1.8 Million || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Large|| –1 || 0 || Medium / 8|| ~2,000+ ft || ~4 squares || 800,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Medium|| +0 || 0 || Medium / 6|| ~500+ ft || ~1 squares|| 200,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Small|| +1 || 0 || Small / 4 || ~250+ ft || 4 per sq || 50,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Tiny|| +2 || -1 || Small / 2|| ~125+ ft || 16 per sq || 20,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Diminutive|| +4 || -2 || N/A / 3 || ~75+ ft || 64 per sq || 10,000 || No*&lt;br /&gt;
|-&lt;br /&gt;
|Fine|| +8 || -6 || N/A / 2 || &amp;lt;75 ft || 256 per sq || 5,000 || No*&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;8&amp;quot; | *Emergency Craft/Escape Pods Only can support life and be this small.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Anything more then ~60,000 square feet, 18,000 meters in size is consider Super Colossal and can only be a ship with exceptions from the GM. It would be considered a station. Even if the station has the ability to move around in the universe of Future Path no craft of that magnitude could preform Faster Then Light travel using a system completely self contained. In order to travel fast distances a &#039;ship&#039; that size would have to be moved by an external source. Also attacking a ship or structure of that size would be considered as attacking a station and thus different modifiers apply.&lt;br /&gt;
&lt;br /&gt;
== Space Craft Attributes ==&lt;br /&gt;
&lt;br /&gt;
Hull Size determine points that are given to 6 Main Attributes These 6 Main Attributes are similar in nature to a Characters 6 Ability scores. However not every Attribute is a perfect pairing to a Character&#039;s ability score. Some stats are more like a skill. Players spend points on the 6 Main Stats similar to character creation alternative rules. Below is the 6 Attributes and a summary.&lt;br /&gt;
&lt;br /&gt;
There are also additional Statistics that will be reviewed below in the [[Space_Ships#Secondary_Ship_Statistics|Secondary Statistics]] section.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-right: 10px;&amp;quot;&lt;br /&gt;
|+Table: Tech Level Bonuses&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Tech Level&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 0 || -5&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 2 || +5&lt;br /&gt;
|-&lt;br /&gt;
| 3 || +10&lt;br /&gt;
|- &lt;br /&gt;
| 4 || +15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
; Engines:&lt;br /&gt;
: Like Strength. Engines are the heart of a ship. Engines can add bonuses to Combat Manoeuvres as well as certain Ship Feats.&lt;br /&gt;
; Mobility:&lt;br /&gt;
: Like Dexterity. Can add bonuses to AC, Initiative and bonus bonuses to Tactical Speed. &lt;br /&gt;
; Amour:&lt;br /&gt;
: Like Constitution. Can add bonuses to AC and extra Hit Die&lt;br /&gt;
; Electronics:&lt;br /&gt;
: Like Intelligence. Provides bonuses to Manoeuvres and ship functions that uses electronic upgrades.&lt;br /&gt;
; Sensors:&lt;br /&gt;
: Like Wisdom. (The Character skill Perception uses Wisdom). This provides bonuses to the ship sensors giving it better abilities to scan and find things in space.&lt;br /&gt;
; Communications:&lt;br /&gt;
: Like Charisma. Adds to a Characters Charisma bonus while attempting to communicate to other ships. Also enhances the range of communication systems and makes it hard to jam. &lt;br /&gt;
&lt;br /&gt;
All ships start with 15 points that a Player can spend on customizing the ship. More points can also be gained based on the Tech Level the Space Ship. Please review the chart too the right. &lt;br /&gt;
&lt;br /&gt;
Bonus points can also come from Characters who can provide bonuses based on there Craft skills. Each of the main 6 Attributes is associated with a kind of Craft skill. High enough in the associated craft skill can provide bonuses too that Main Stat. More on this in the Space Ship crafting section.&lt;br /&gt;
&lt;br /&gt;
Lastly additional points can be provided by Hull Configurations. Different configurations provide bonuses and special abilities that help make the ships stand apart from one another. Some of the bonuses come in the forum of additional points.&lt;br /&gt;
&lt;br /&gt;
=== Spending Points ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-right: 10px;&amp;quot;&lt;br /&gt;
|+Table: Ability Score Costs &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Score&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 7||–4&lt;br /&gt;
|-&lt;br /&gt;
| 8||–2&lt;br /&gt;
|-&lt;br /&gt;
| 9||–1&lt;br /&gt;
|-&lt;br /&gt;
| 10||0&lt;br /&gt;
|-&lt;br /&gt;
| 11||1&lt;br /&gt;
|-&lt;br /&gt;
| 12||2&lt;br /&gt;
|-&lt;br /&gt;
| 13||3&lt;br /&gt;
|-&lt;br /&gt;
| 14||5&lt;br /&gt;
|-&lt;br /&gt;
| 15||7&lt;br /&gt;
|-&lt;br /&gt;
| 16||10&lt;br /&gt;
|-&lt;br /&gt;
| 17||13&lt;br /&gt;
|-&lt;br /&gt;
| 18||17&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Just as in the alternative rules for Character Creation found [[Character_Creation_and_Advancement#Alternate_Ability_Score_Rules|here]]. The Player has to spend points on the 6 Main Stats that they want to see increased. The cost stacks. Meaning that if you want a +2 in Engines you have to pay for the +1 and +2 costs. So that it will cost a total of 3 points. For the Fine, Diminutive and Tiny sized crafts that start out at 9 instead of 10 simply shift the costs down one. So going from a 9 to a 10 will cost 1 point and 10 to 11 cost an additional 2 points and so on. &lt;br /&gt;
&lt;br /&gt;
;Example of spending points:&lt;br /&gt;
: You have a Tech 1 Medium sized Hull and you want to spend points on your Communications. That mean you have 15 points to spend. You also want better Mobility and Engines. So you put a +1 in Mobility and a +1 in Engines. Each will cost 1 point. However your main concern is Communications sense this is a ship for your Diplomat. You want to have +3 for Comms. This requires the 1 point for +1 and then another cost of 2 points for +2 and finally 3 points for the +3. You have to spend all 6 points to get the +3 bonus too Comms. In total you have spent 5 points and have 10 points left. You can keep going till you have spent all points.&lt;br /&gt;
&lt;br /&gt;
== Space Ship Default Statistics ==&lt;br /&gt;
&lt;br /&gt;
Each Hull Size has default values for the ship Statistics. Much like a Hero Base Class. Below is the default information below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Statistics&lt;br /&gt;
! Size&lt;br /&gt;
! AC&lt;br /&gt;
! Hit Die&lt;br /&gt;
! Shields&amp;lt;br /&amp;gt;Multiplier  &lt;br /&gt;
! Cargo Capacity&lt;br /&gt;
! Passenger&amp;lt;br /&amp;gt;Capacity&lt;br /&gt;
! Weight&lt;br /&gt;
! Cost&amp;lt;br /&amp;gt;Procure Diff&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Colossal || 8 || 30d12 || DR 15 / Mod 5 || 128,000 Units || 324  || 32,400 Tons || 36 Million / 4&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan || 8 || 24d10 || DR 10 / Mod 4 || 32,000 Units || 108 || 10,800 Tons || 12 Million / 3&lt;br /&gt;
|-&lt;br /&gt;
|Huge || 9 || 18d10 || DR 7 / Mod 4 || 8,000 Units || 36 || 3,600 Tons || 4 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
|Large || 9 || 16d8 || DR 5 / Mod 3 || 1,920 Units || 12 || 360 Tons || 320,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
|Medium || 10 || 12d8 || DR 4 / Mod 3 || 480 Units || 4 || 120 Tons || 160,000 / 0 &lt;br /&gt;
|-&lt;br /&gt;
|Small || 11 || 8d8 || DR 3 / Mod 2 || 70 Units || 2 || 40 Tons || 80,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Tiny || 11|| 6d6 || DR 2 / Mod 2 || 16 Units || 0 || 4 Tons || 32,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Diminutive || 12 || 4d6 || DR 2 / Mod 2 || 4 Units || 0 || 2 Tons || 16,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Fine || 12 || 2d6 || DR 2 / Mod 2|| 1 Unit || 0 || 1 Ton || 8,000 / 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The AC in the chart above is the total after the Size Modifier is applied. &lt;br /&gt;
&lt;br /&gt;
The Shield column has both the Damage Reduce provided by the base shields as well as the multiplier that is used with the ship&#039;s Shield Statistic. Learn more about ship Shields in the following section.  &lt;br /&gt;
&lt;br /&gt;
The Cargo Capacity is measured in Cargo Units. This is a generic way to loop both volume and weight into a single unit. This represents the maximum extra volume and weight a ship can carry. Each Unit is 100Lbs and 1x1x1ft square of volume. Going over this unit amount will cause the ship to be over burdened. Which will cut Tactical Speed in half as well as Transpiration speed. The maximum a ship can actually carry is twice the Unit amount. However that is if there are no passengers other then the necessary crew. As every spare room and all the hallways will filled with cargo containers. &lt;br /&gt;
&lt;br /&gt;
The prices in the above graph already include the procure difficulty. Procure Diff  and price can increase due to Hull Configurations and customizations.&lt;br /&gt;
&lt;br /&gt;
== Ship Statistics ==&lt;br /&gt;
&lt;br /&gt;
Besides the 6 Main Attributes ships have other Statistics as well. Just like a Character has stats that are effected by there ability scores these stats can be effected by the 6 Main Attributes. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Craft Statistics&#039;&#039;&#039;:&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Attack Damage Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| The Attack Damage Bonus effects the damage roles provided. It is equal to 1/2 the Engine Mod round down. It is added to the total damage of each weapon fired.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Combat Attack Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| This effects the ships ability to preform tactical manoeuvres and abilities. It is effected by the Engine Mod.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Combat Defence Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| This effects a ships chance of being effected by an enemies tactical manoeuvres or abilities. It is 10 + Engine Mod + Mobility Mod + Misc Mod&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Hit Die:&lt;br /&gt;
|-&lt;br /&gt;
| Hit Die and number of Hit Die are provided by the Hull Size of the craft. However Hull Configuration can change this as well. The ship also gets bonus Hit Dice based on the Armor Mod.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Initiative:&lt;br /&gt;
|-&lt;br /&gt;
| Initiative effects the order of combat as well as determining who goes first in a stand-off. The total is: (Mobility + Sensors) - Armor.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Shields:&lt;br /&gt;
|-&lt;br /&gt;
| Shields is a ships Damage Reduction. A ship doesn&#039;t have to have shields. Having shields usually causes negative effects along side the positive ones. Base shield damage reduction and its modifier are provided by a shields Hull Size and possibly its Configuration. However this can be further modified by the Electronics Mod. The new total is: Base Shield DR + Modifier * Electronic Mod. &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Targeting Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| This effects the Accuracy check for a ship to determine if its weapons are on target. This total is added to d20 accuracy check rolls. The total is: Mobility Mod + Sensors Mod&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Below are things that cannot be effected by the 6 Main Attributes. They are provided by default from Hull Size/Configuration. However some modifications done by Characters such as installing gadgets or upgrades that can change the below stats. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Misc Statistics&#039;&#039;&#039;:&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Cargo Capacity:&lt;br /&gt;
|-&lt;br /&gt;
| Provided by the Hull Size this attribute can be modified by the Hull Configuration as well as by the Players that may want to modify there ship to hold more. More unit space is provided by converting bays into cargo holds. Each bay adds 1/4 of the default cargo space of the Hull Size of the ship. So if the ship is a medium size hull then converting one of the bays would provided an additional 120Units of space.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Cost/Procure Diff:&lt;br /&gt;
|-&lt;br /&gt;
| This is the cost of and procure diff of the ship. It is always nice to record what you paid for the ship. Or what your appraisal of the ship might be. The GM might tell the Players what the ship is worth if they find it. However the GM might not. The Characters may have to roll checks to appraise the ship.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Crew:&lt;br /&gt;
|-&lt;br /&gt;
| This is a place to record who is the crew of the ship and what there bonuses are. If one of the crew takes over piloting for example you can look here to find there pilot bonus so you do not have to re-write it.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Dimensions/Weight:&lt;br /&gt;
|-&lt;br /&gt;
| Simply a place to record its size. The only requirement here is that you record the Squares that the ship officially occupies which is based on size. However specific dimensions of the ship so that players can get a sense of the ships look and feel is always a nice touch of detail! &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Passenger Capacity:&lt;br /&gt;
|-&lt;br /&gt;
| Ships can carry crew and passengers. This capacity refers to the total number of people that require life support on board the ship. However passenger count is not the same as the required amount of crew members to manage a ship. Ships can run on a surprisingly small number of crew members due to advanced automation technology. It makes no sense to carry more &#039;meat bags&#039; that could die at any moment into the harassed place in the universe. In order to carry more then the average necessary crew of 8 (only applies for ships that have a higher passenger count then 8) a ship needs Passenger Bays installed. If all available bays are installed then the maximum amount passenger capacity is reached + the crew. This is dictated by the Hull Size. &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Pilot Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| This is the Mobility Bonus of the ship plus the Pilot Dex Mod if applicable. &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Pilot Dex Mod:&lt;br /&gt;
|-&lt;br /&gt;
| This is the Dex Mod of the Pilot. This only is applied if the Pilot has the [[Pilot|Pilot]] skill. &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Name:&lt;br /&gt;
|-&lt;br /&gt;
| Of course a ship has to have a name! &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Summary Design Specs:&lt;br /&gt;
|-&lt;br /&gt;
| A summary including Hull Size/Configuration/Quarks and other interesting tid pits of info. Such as history of the ship and what not. This is a nice place to add detail and &#039;character&#039; to the ship. Kinda like giving a character a backstory this is where one would record such things.  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Hull Configurations ==&lt;br /&gt;
&lt;br /&gt;
Below is a table with common Hull configurations of the Future Path Universe. Further below is more detailed description of the crafts. Different configurations supply different bonuses to help to stylise the Space Craft. Below the table is a more detailed list of the Hull configurations and there bonuses.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Configurations&lt;br /&gt;
! Configuration&lt;br /&gt;
! Avg. Size &lt;br /&gt;
! Avg. Price&amp;lt;br /&amp;gt;Procure Diff&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Barges || Medium || 250,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Battle Cruisers || Large || 400 Million / 3&lt;br /&gt;
|- &lt;br /&gt;
| Battle Ships || Huge || 800 Million / 4&lt;br /&gt;
|-&lt;br /&gt;
| Capital || Colossal || 20 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Carriers || Gargantuan || 8 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Cruisers* || Medium || 20 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Drones* || Diminutive || 10,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Destroyers || Medium || 25 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Dreadnoughts || Gargantuan || 2 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Fighters || Small || 500,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
| Frigates || Medium || 2 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Freighters || Huge || 4 Million / 1&lt;br /&gt;
|-&lt;br /&gt;
| Industrial || Large || 1 Million / 0&lt;br /&gt;
|-&lt;br /&gt;
| Shuttles || Small || 50,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;3&amp;quot; | *Prices vary wilding depending on application. The name doesn’t &amp;lt;br \&amp;gt;necessary imply military application and vice-a-verses.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Barges:&lt;br /&gt;
: The &#039;pack mule&#039; of the galaxy. The barge is the most common cargo transport ship in existence. Many different corporations create different configurations from hauling every day goods, to people, to extremely volatile substances. Many young adventures found themselves starting out in some capacity aboard a barge. Not the most heroic place to start out with but there is sort of a romantic underdog appeal to the barge. This is probably helped by the fact that they can be found in every corner of the galaxy making them a dime a dozen and the Hull is pretty customizable. Which attracts all sorts of different types of people. Many of a raider or pirate uses a heavily modified Barge Hull to be a weapon against other ships of its like in lawless space.&lt;br /&gt;
:*Dis-Advantages: -2 to Mobility, -3 Hard Points&lt;br /&gt;
:*Advantages: +2 Bays (Both are forcefully converted into Cargo Holds) as a 240Units of Cargo Space, Super Common Bonus -1 to Procure Diff and 50% less time/cost to repair&lt;br /&gt;
&lt;br /&gt;
;Battle Cruisers:&lt;br /&gt;
: A standard in most military fleets these larger, heaver counter parts to the Cruiser are powerful heavy hitting machines of death. While BattleShips dominate the heavens with impressive presence of power. The BattleCruiser is what gives a military its flexibility. Smaller and generally faster most militaries use these ships as a counter for smaller ships and a less expensive solution to dealing with small scale pirates and bandits.  &lt;br /&gt;
:*Dis-Advantages: Cargo Capacity is 480Units, Passenger Cap is 8, -5 Attribute Points&lt;br /&gt;
:*Advantages: +2 Electronics, +2 Mobility, +1 Non-Weapon Hard Point&lt;br /&gt;
&lt;br /&gt;
;Battle Ships:&lt;br /&gt;
: These terrifying ships are massive war machines and are usually the backbone of militaries. These machines can be used to fight other BattleShips while also grouping up to take on larger objects. Considered necessary for any large scale conflict in space these expensive massive machines are a must have.&lt;br /&gt;
:*Dis-Advantages: Cargo Capacity is 1,920Units, Passenger Cap is 12, -5 Attribute Points&lt;br /&gt;
:*Advantages: +2 Engines, +2 Armor, All weapons gain the &#039;Barrage&#039; mode for free.&lt;br /&gt;
&lt;br /&gt;
;Capital:&lt;br /&gt;
: So massive they are sometimes mistaken for stations these epic craft seam to defy logic as they effortlessly float in the heavens. Any military or civilization attempting to prove itself to others may build these behemoths. Usually Capital ships are not used to fight directly in combat but as a base of operations and control. Thus some consider them nothing more the propaganda and an expensive fear machines. Most Capital ships are used as Command ships or Super Carries not for ships but for soldiers. They are excellent solution to the mass logistic problems of larger militaries. &lt;br /&gt;
:*Dis-Advantages: -5 Attribute Points, -4 Mobility, -3 Hard Points&lt;br /&gt;
:*Advantage: +4 Bays, +2 Sensors, +2 Communications, +2 Electronics&lt;br /&gt;
&lt;br /&gt;
;Carriers:&lt;br /&gt;
: Carriers are the main ship that makes a large fleet mobile. It can also provide flexibility in combat as it can deploy an array of different types of ships and drones. Most Carriers are designed to hold and maintain smaller ships. But some are designed for troop deployment to stations and planets. There are also Super Carriers which are Capital class Carriers that are able to old larger size or simply more ships/people. In some cases doubling as a Command Ship.&lt;br /&gt;
:*Dis-Advantages: -5 Attribute Points, -2 Mobility, -5 Hard Points&lt;br /&gt;
:*Advantages: +6 Bays, +2 Sensors, +2 Electronics, Built is Repair Bay for Large ships or smaller.&lt;br /&gt;
:*Misc: Can carry, deploy, repair ships of Large size or smaller. &lt;br /&gt;
&lt;br /&gt;
;Cruisers:&lt;br /&gt;
: A smaller light weight version of the Battle Cruiser. However the purpose is the same. They are flexible combat vessels. Common in both Military and police forces and is usually seen as the first response to aggressive outlaws. Considered by police forces as there solution to deal with the more deadly pirates, gangs, and other criminal organizations. The military however sees these as inexpensive portal/recon/scientific/experimental craft. &lt;br /&gt;
:*Dis-Advantages: -2 Attribute Points&lt;br /&gt;
:*Advantages: +1 Hard Point, +2 Mobility&lt;br /&gt;
&lt;br /&gt;
: There is also non-military applications for hulls similar to cruisers. Everything from personal transportation of a VIP to a luxury liner. The rich would much rather distance themselves from a fancy customizes barge for there travels. After all anybody can afford one of those. Demilitarized older model cruisers are often sold by militaries to other governments or people as for a verity of different reasons. And sometimes you may find that they are not so de-fanged as they are meant to be. &lt;br /&gt;
:*Dis-Advantages: -2 Armor&lt;br /&gt;
:*Advantages: -4 Hard Points, +2 Mobility&lt;br /&gt;
&lt;br /&gt;
;Drones:&lt;br /&gt;
: Drones come in all shapes, sizes and uses. From military to personal hobbyist these machines all have one thing in common. Some sort of A.I. and a connection to a central controller or computer system. The military has a wide range of uses from complementing a ships systems to being part of a Carrier fleet that can send swarms of drones down upon an enemy in coordinated attacks. However many people have drones for personal use. It also helps that drones with self defense A.I. is usually not illegal in most of the Ring and thus many people use them as a way to help deter outlaws.&lt;br /&gt;
:*Dis-Advantages: -1 across all Attributes.&lt;br /&gt;
:*Misc: Drone AI Module installed. Can be easily controlled by an AI system can can be deployed in masses to attack or defend. Swarm bonuses apply when 4 or more are part of a team. Swarm adds AC advantages against projectile attacks.&lt;br /&gt;
&lt;br /&gt;
;Destroyers:&lt;br /&gt;
: These ships where meant to ask the question: &amp;quot;How much fire power can one medium ship truly have?&amp;quot;. While similar sizes and speeds to a Cruiser these ships are rarely seen used by anybody except the military. They are designed to back a massive bunch for there size. Made a cheap considering there fire power and have a minimalist crew. Squads of these craft are usually used to compliment attack fleets that target other Medium to Huge sized craft. These Destroyers go toe to toe with the best Battle Cruisers and Battle Ships. The idea being that the Destroyer will be specifically fitted for its target ship and if a few ships die in the process this is nothing compared to loosing a bigger ship that has more people and cost more money.&lt;br /&gt;
:*Dis-Advantages: Illegal to own even though it is a Medium sized craft, -2 Attribute Points&lt;br /&gt;
:*Advantages: +2 Hard Points, All weapons are considered &#039;Gimbaled&#039; for free. &lt;br /&gt;
&lt;br /&gt;
;Dreadnoughts:&lt;br /&gt;
: Dreadnoughts have an interesting history. It is believed the precursors to the Dreadnought was a super heavy battle ship designed as a &amp;quot;Station buster&amp;quot;. Stations had ever defenses and could take a long time to bring down by a fleet of Battle Ships. So to minimize the amount of forces committed to a single attack a large ship was designed. However shortly after stations just got bigger defenses. In order to find a use for these super powerful focused weapons it is believed these ships where then used to hit targets on planets and moons. The terror of seeing massive scale death raining down from the sky put fear into people who named the ships Dreadnoughts. &lt;br /&gt;
: Dreadnoughts have evolved over time to include taking out of Dreadnoughts as well Carriers and Capital ships. The more powerful weaponry at the time for taking out these ships was explosive forces from Nuclear or anti-mater which made radial explosions that where discriminatory of who it effected. Dreadnoughts where the first mobile forum of focus weaponry which had the counter intuitive effect of bring these larger scale ships into every day combat. It did this because these larger ships where simply dying at larger and larger ranges where they own effectiveness was computerized but now they can be brought into the heat of battle where they would be most effect without worrying about its destruction also leading to everyone else’s destruction. &lt;br /&gt;
:*Dis-Advantages: -2 Mobility, -5 Ability Points, -2 Hard Points&lt;br /&gt;
:*Advantages: Can mount a single Gigantic sized weapon without taking up any hard points. This Gigantic weapon has double the base range and a +2 Moderate Advantage to hit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Fighters:&lt;br /&gt;
: Similar to combat aircraft of the modern world these machines fly through space instead of the atmosphere. Some can do both however. Although they are usually only effect in one or the other. Usually only a single pilot supported by advanced A.I. these craft carry massive punch. Similar design philosophy to that of the Destroyer Hull configuration except at a smaller scale these craft where uses almost like cannon fatter by most militaries as a way to swarm any ships and use precision targeting or advance electronics to disable and in some cases destroy the bigger target. &lt;br /&gt;
:*Dis-Advantages: -2 Armor, Passenger Cap is 1&lt;br /&gt;
:*Advantages: +2 Mobility&lt;br /&gt;
&lt;br /&gt;
;Frigates:&lt;br /&gt;
: A common craft in the Ring this space ship is normally used only for military purposes. But it is also the common police craft as well as what is normally used by VIPs transportation if they are not rich enough to afford a Cruiser. Just like the Cruisers you will find them being sold everywhere. &lt;br /&gt;
:*Dis-Advantages: -1 to Sensors&lt;br /&gt;
:*Advantages: This super common craft is use for just about everything and thus 50% less cost/time spent on repairs. +1 Attribute Point&lt;br /&gt;
&lt;br /&gt;
;Freighters:&lt;br /&gt;
: When a Barge cannot do the trick Freighters take over. These are the industrial scale cargo transportation ships. Although some have been converted into other things such as massive traveling carnivals. Just like barges these can be converted to transport just about everything. &lt;br /&gt;
:*Dis-Advantages: -4 Mobility, -4 Hard Points&lt;br /&gt;
:*Advantages: All converted Cargo Bays provide double the space. +6 Cargo Bays which adds an additional 20,000 Units of space for a total of 28,000 Units if no other bays converted.&lt;br /&gt;
&lt;br /&gt;
;Industrial:&lt;br /&gt;
: Factory in a can. These ships of varies sizes are the backbone of non planetary or moon based industry. This usually means mining and refining of asteroids but it is not always limited to that. These are must have for new settlers to a solar system that are hopping to there new homes resources to start a new colony or terraform a planet. &lt;br /&gt;
:*Dis-Advantages: -2 Mobility, -2 Hard Points&lt;br /&gt;
:*Advantages: The Ship has a free Industrial Bay of the largest size that the Hull configuration can hold. The Industrial Bay provides a +2 bonus with the correctly skill person.&lt;br /&gt;
&lt;br /&gt;
;Shuttles:&lt;br /&gt;
: Personal transport vehicles. The more versatile the more expensive. The basic kinds can only fairy from station to station. And can only accommodate say two passengers. But the more advanced you get the more people it can carry further and further distances to more and more different places. Such as planets, move around as a planet side craft, or even go under oceans.&lt;br /&gt;
:*Dis-Advantages: -2 Armor, -2 Engines, -2 Electronics, -2 Hard Points&lt;br /&gt;
:*Advantages: +4 Mobility, +2 Communications, Pilot doesn&#039;t need the Pilot skill to provide Dex bonus, +2 Passengers&lt;br /&gt;
&lt;br /&gt;
== Space Ship HardPoints and Bays ==&lt;br /&gt;
&lt;br /&gt;
A space ships hardpoints are its external mounting points where weapons and other external upgrades go. Where as a ships Bays are its internal upgrades. The amount of Hard Points and Bays are determined by the Hull Size. However Hull Configuration and how points are spent on the Ships 6 attributes may also effect these numbers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Space Craft Hard Points and Bays&lt;br /&gt;
! Size&lt;br /&gt;
! Weapon Size&lt;br /&gt;
! Hard Points&lt;br /&gt;
! Number of Bays&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Colossal|| Gigantic || 10 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan|| Large || 10 || 8 &lt;br /&gt;
|-&lt;br /&gt;
|Huge|| Large || 8 || 6  &lt;br /&gt;
|-&lt;br /&gt;
|Large|| Medium || 8 || 4 &lt;br /&gt;
|-&lt;br /&gt;
|Medium|| Medium || 6 || 2&lt;br /&gt;
|-&lt;br /&gt;
|Small|| Small || 4 || 1&lt;br /&gt;
|-&lt;br /&gt;
|Tiny|| Small || 2 || 0 &lt;br /&gt;
|-&lt;br /&gt;
|Diminutive* || N/A || 3 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Fine* || N/A || 2 || 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;3&amp;quot; | *These ships use &#039;normal&#039; sized weapons noted in the [[Weapons|Weapons Section]]&lt;br /&gt;
|}&lt;br /&gt;
=== Hard Points ===&lt;br /&gt;
&lt;br /&gt;
Hard Points are communally referred to as the locations that weapons are deployed. However they can also mount a number of other external devices. Such as a Jamming Array, Grappler, Extended Sensor Array, Target Enhancers, Target Jammers etc... More information on Ship Weapons can be found in the [[Space_Ships#Ship_Weapons|Ship Weapons]] section. The number of hard points as well as the size of the weapon the hard point can support is shown on the chart too the right.&lt;br /&gt;
&lt;br /&gt;
=== Bays ===&lt;br /&gt;
&lt;br /&gt;
Bays are empty spaces within the hull of the ship that can be customized for certain uses. A Bay can be converted into facilities for example: Science Bay or Medical Bay. The facilities add additional services that the ship can provide to its crew.. given that someone has the necessary skills to operate them. Bays are sometimes required for certain upgrades. Theses upgrades use the space to store additional power supplies, relays, conduits, access ports and other components necessary to support the Upgrade. More information on Ship Bays in the [[Space_Ships#Ship_Bays|Ship Bays]] section below.&lt;br /&gt;
&lt;br /&gt;
== Space Ship Abilities and Upgrades==&lt;br /&gt;
&lt;br /&gt;
Ships can have modifications installed in the form of System Upgrades. Ever Statistic of a ship from the 6 main Stats to all Secondary Stats can have System Upgrade installed. These can be installed by a Character with the correct Craft skill or simply paid for. A list of System Upgrades can be found in the Wealth and Equipment section.&lt;br /&gt;
&lt;br /&gt;
Ships can also have modifications outside of upgrading key systems. But instead add new Abilities to a craft. Usually this upgrade depends on at least one of the 6 Main Stats or the bonus from Combat Maneuver Attack Bonus. A detailed list of Space Ship Abilities can be found in the Space Ship Combat section [[Combat#Space_Combat|here]].&lt;br /&gt;
&lt;br /&gt;
== Ship Quirks ==&lt;br /&gt;
&lt;br /&gt;
Ship&#039;s can have Quirks about them. Similar in nature to a Character [[Difficulties|difficultly/trait]] ships can have Quirks/defects that can add more personality uniqueness to ones ship. Any adventure is going to get some scars and bumps along the way and his ship is no different. Ships are expensive and you don&#039;t want to just replace it the moment it cracks its first Quantum coolant tank. Over time the ship is going to start to gain its own personality in the eyes of its crew. &lt;br /&gt;
&lt;br /&gt;
Here are some &#039;Quirks&#039; or &#039;defects&#039; that ships can gain over time. They can be &#039;earned&#039; or given by the GM. Players with the right skills and equipment can over time remove most defects and quirks if they want. Although some can be made permanent if GM wishes it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Out Dated&#039;&#039;&#039;:&lt;br /&gt;
* Description: This ship is old and antiquated. Most people will find that its only worthy of a scrap yard. Or perhaps a museum. The ship is more likely to gain other quirks. A ship with this quirk gets to pick another quirk and ignore its negative. The quirks are permanent.&lt;br /&gt;
* Negative: It costs 25% less to buy and you get 50% less if you attempt to sell it.&lt;br /&gt;
* Positive: Choose another quirk and ignore its negative effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Cranky &#039;&#039;&#039;:&lt;br /&gt;
* Description: This ships engines and internal components require some encouraging from time to time. A good bang here or smack there to get it to start functioning correctly. &lt;br /&gt;
* Negative: When getting massive damage or receiving a crit on the ship the there is a 50% chance a component may start to malfunction requiring a crew member to waste a turn finding and banging the part back into shape.&lt;br /&gt;
* Positive: Instead of repairing an item over possibly multi turns a crew member can act even without the appropriate skills to quickly repair a single broken part of the ship once per day by simply hitting it really hard.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Falling Apart &#039;&#039;&#039;:&lt;br /&gt;
* Description:  Weather by age or by miss care this ship is falling apart. Sure it runs but for how long? It also looks like it pile of junk. Characters will be constantly on the look out for the next broken component. &lt;br /&gt;
* Negative: 25% reduction of resale value. Every day of travel the ship has a small chance of having something break. A dice is rolled and either a 50/50 coin toss or a 100% check where a player guess high or low. If the player losses the coin toss or guess then there is a broken component. Another % dice is rolled to determine the issue. Most are not serious.&lt;br /&gt;
&lt;br /&gt;
**1-10%: Super superficialis problem. The ship is just a little more bumpy/noisy then normal.&lt;br /&gt;
**11-20%: A minor problem with the engines. -1 to the engines until they are repaired.&lt;br /&gt;
**21-30%: A minor problem with the crafts Mobility. -1 to Mobility until repaired.&lt;br /&gt;
**31-40%: A minor problem with the Amour. Some noticeable cracks form. Temporary -1 Hit die until repaired&lt;br /&gt;
**41-50%: A minor problem with the Electronics. -1 to Electronics. On top of it the lights flicker and sometimes waste management doesn&#039;t work! Eks!&lt;br /&gt;
**51-60%: A minor problem with the Sensors. -1 to Sensors. Or sensor blimps show up often with things that are actually not there. GM choice.&lt;br /&gt;
**61-70%: A minor problem with communications. -1 to Communications. Or random calls from unknown sources show up. Or calls end when they shouldn&#039;t. GM Choice.&lt;br /&gt;
**71-80%: A random minor problem with one of the bays of the ship. (Get a die equal too the number of bays and roll for which bay, or GM Choice). The Bay is disabled until repaired.&lt;br /&gt;
**91-100%: Re-roll except its a major problem instead of minor. (If 90-100 simply re-roll until you land on a % that is not.)&lt;br /&gt;
&lt;br /&gt;
If the problem is a minor one it requires no materials and 1 work day of no FTL to repair. If the problem is a major one it will require materials to repair if there is no Engineering Bay the ship will require a facility for assistance to get the repair done.&lt;br /&gt;
&lt;br /&gt;
== Ship Positions ==&lt;br /&gt;
&lt;br /&gt;
There are 3 main positions that can directly effect a ship. Small size or smaller ships can combine these positions without taking penalties. However larger ships require the positions to be filled by a dedicated person or take a Moderate -2 per extra position a single Character is fulfilling. &lt;br /&gt;
&lt;br /&gt;
The 3 main positions are:&lt;br /&gt;
* &#039;&#039;&#039;Helm&#039;&#039;&#039;: Supplies the Pilot bonus&lt;br /&gt;
* &#039;&#039;&#039;Weapons&#039;&#039;&#039;: Supplies a bonus to accuracy checks&lt;br /&gt;
* &#039;&#039;&#039;Communications&#039;&#039;&#039;: Supplies that characters CHA mod as a bonus to communications and to jamming or counter jamming. &lt;br /&gt;
&lt;br /&gt;
There are also 4 other positions that are note worthy.&lt;br /&gt;
* &#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Engineer&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Science&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Medical&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Captain&#039;&#039;&#039; can use the Leadership feat to provide bonuses to the people in different positions on the ship. The &#039;&#039;&#039;Captain&#039;&#039;&#039; can use there CHA Mod instead of the Comms officer if they are the one doing 100% of the talking.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Engineer&#039;&#039;&#039; does not effect the stats of the ship. However they can help to repair the ship even while in combat if the ship has an Engineer station or facility. A ship can also provide information and tools at the ready for an Engineer to help repair the ship giving the Engineer bonuses to repair.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Science&#039;&#039;&#039; officer can be anyone that wants to preform science related skills on the ship using a ship provided science station or facility. Not all ships come with a Science station or facility. They are upgrades that can be installed. A person using this station can gain bonuses.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Medical&#039;&#039;&#039; officer just like the Science officer requires a Medical facility. Anyone using the Medical facility with the necessary skills can gain bonuses. &lt;br /&gt;
&lt;br /&gt;
More positions can be made up by the GM for the purpose to storytelling and game play. As long as those roles are clear and the Players are aware of them before gaming.&lt;br /&gt;
&lt;br /&gt;
== Ship Weapons ==&lt;br /&gt;
&lt;br /&gt;
There is 4 main weapon sizes. Small, Medium, Large, Gigantic. To the right is a table showing ship size and the relative sized weapon that ship can be fitted with as well as the default number of hard points.&lt;br /&gt;
&lt;br /&gt;
Below is the weapons sizes. Size is relative. To the average person these weapons must be massive. However to a ship they are Small to Gigantic just like the weapons sizes specified in the [[Weapons#Weapon_Levels|Weapons Levels]] section. There are also Weapon Types. Projectile, Laser, Plasma,  and Missile.&lt;br /&gt;
&lt;br /&gt;
The Weapon Size provides the number of damage die (Although not the die type) as well as the base range.&lt;br /&gt;
&lt;br /&gt;
The weapon Type provides the damage die type as well as the range increment penalty.&lt;br /&gt;
&lt;br /&gt;
Weapons can also have Amo types which can add or take away bonuses. However amo rules are the same for ships as they are for normal weapons. Too review rules for amo usage go [[Weapons#Ammunition|here]].&lt;br /&gt;
&lt;br /&gt;
Weapons can also have Special Features that increase the price and Procure diff.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:left; margin-right: 10px; text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Weapons Sizes&lt;br /&gt;
! Size&lt;br /&gt;
! Damage Die&amp;lt;br /&amp;gt;Number&lt;br /&gt;
! Minimum Range&lt;br /&gt;
|-&lt;br /&gt;
| Small || 3dX || 3,000ft/6 Squares&lt;br /&gt;
|-&lt;br /&gt;
| Medium || 6dX || 9,000/18 Squares&lt;br /&gt;
|-&lt;br /&gt;
| Large || 9dX || 27,0000/54 Squares&lt;br /&gt;
|-&lt;br /&gt;
| Gigantic || 12dX || 81,000/162 Squares&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:left; margin-right: 10px;&amp;quot;&lt;br /&gt;
|+ Space Craft Weapon Types&lt;br /&gt;
! Type&lt;br /&gt;
! Die Type&lt;br /&gt;
! Range Penalty&amp;lt;br /&amp;gt;Accuracy / Damage&lt;br /&gt;
|-&lt;br /&gt;
| Projectile || d4 || -1 / 0&lt;br /&gt;
|- &lt;br /&gt;
| Laser || d8 || -2 / -1&lt;br /&gt;
|-&lt;br /&gt;
| Plasma || d10 || -4 / -2&lt;br /&gt;
|-&lt;br /&gt;
| Missile || d6 || Amo Dependent&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-right: 10px; text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Weapon Costs&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Types&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Small&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Medium&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Large&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Gigantic&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Projectile&lt;br /&gt;
| $1,000&lt;br /&gt;
| $10,000&lt;br /&gt;
| $100,000&lt;br /&gt;
| $1,000,000&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Laser&lt;br /&gt;
| $2,500&lt;br /&gt;
| $25,000&lt;br /&gt;
| $250,000&lt;br /&gt;
| $2,500,000&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Plasma&lt;br /&gt;
| $5,000&lt;br /&gt;
| $50,000&lt;br /&gt;
| $500,000&lt;br /&gt;
| $5,000,000&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Missile&lt;br /&gt;
| $2,000&lt;br /&gt;
| $20,000&lt;br /&gt;
| $200,000&lt;br /&gt;
| $2,000,000&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Special Features ====&lt;br /&gt;
&lt;br /&gt;
Below is a list of Special Features for Ship Weapons. A weapon can only have one Special Feature. The Special Feature doubles the cost of the weapon and adds the Procure Diff up by 1.&lt;br /&gt;
&lt;br /&gt;
* Burst Fire:&lt;br /&gt;
: This decreases accuracy by -4 but adds a +1 to all dice role. The weapon cannot use this Special Feature again for 1d6 turns.&lt;br /&gt;
* Barrage Mode:&lt;br /&gt;
: This increases accuracy by +4 but reduces the hit die by one level. This is a mode that can be turned on or off as a Free Action&lt;br /&gt;
* Fully Unload:&lt;br /&gt;
: This adds a +1 to all dice role however makes the weapon useless for 1 round. Also the weapon cannot use this Special Feature again for 1d6 turns. &lt;br /&gt;
* Suppressive Fire:&lt;br /&gt;
: This makes the weapon fire an unlimited amount of Attack of Opportunities to enemy targets with a Moderate +2 accuracy bonus. However this requires a Full Round action to setup during at which the weapon cannot be fired.&lt;br /&gt;
* Gimbal:&lt;br /&gt;
: Allows for better target tracking. +1 to Accuracy. This weapon cannot have other Special Features unless it is Master Crafted.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Lastly the ship&#039;s weapon can be further improved by a Tech Point or having it be Master Crafted. Master Crafting can allow up to 5 levels of master worked. Each level can provide a +1 too Accuracy, bonus 500ft range increment, +1 bonus damage or lastly adds another Special Feature. Each extra point doubles the cost. Making some weapons very expensive.&lt;br /&gt;
&lt;br /&gt;
=== Amo ===&lt;br /&gt;
&lt;br /&gt;
Amo adds an extra layer of customization too what your ships weapons can do. Amo can change your damage die, provide damage bonuses, range bonus, and change the damage type. By default Projectile, Missile weapons are Kinetic Damage types while Laser and Plasma are Thermal damage types. However this can change. Any different damage type from the default increases the price of the Amo by 50%. Any other bonuses provided increase the price by doubling it. If the bonus is increased say from +1 Damage Die to +2 the base price is quadrupled. The maximum bonus amo can provide is +5. Also anything above +1 and the procure diff starts to go up. Each level after +1 adds to the difficulty and rareness that the Characters would be able to acquire such amo even if they had the money. &lt;br /&gt;
&lt;br /&gt;
Crafting amo beyond the default weapon type requires a crafting rank of +2 or higher. Adding additional bonuses to damage die requires +3 for +1 damage. And +4 for +2 damage and so on.&lt;br /&gt;
&lt;br /&gt;
Below is a chart of the base prices for Amo based on there size and weapon type. This is for 100 rounds. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-right: 10px; text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Weapons Speeds&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Types&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Small&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Medium&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Large&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Gigantic&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Projectile&lt;br /&gt;
| $100&lt;br /&gt;
| $1,000&lt;br /&gt;
| $10,000&lt;br /&gt;
| $100,000&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Laser&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Plasma&lt;br /&gt;
| $15,000&lt;br /&gt;
| $150,000&lt;br /&gt;
| $15,000,000&lt;br /&gt;
| $1,500,000,000&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Missile&lt;br /&gt;
| $1,000&lt;br /&gt;
| $15,000&lt;br /&gt;
| $250,000&lt;br /&gt;
| $10,000,000&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Ship Bays ==&lt;br /&gt;
&lt;br /&gt;
Below is a list of Ship Bays accompanied by there description and cost. When applicable all bays can only be used by a single character at a time unless specified other wise.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Cargo Bay&#039;&#039;&#039;: This is simply a space carved out within the ship to store stuff. Most any stuff can be stored in a cargo bay. Cargo Bays can be specially fitted to handle dangerous material. These bays are more expensive and rare. The amount of stuff a Cargo Bay can hold is measured in Units. Explained in the [[Space_Ships#Space_Ship_Default_Statistics|Space Ship Default Statistics]] section. The amount of Unit space a Cargo Bay adds is determined by the size of the craft. It is an additional 1/4 the number of Units the size of the Craft can carry. There is no size limit or requirement for a Cargo Bay. &lt;br /&gt;
** Price: Base price for a cargo bay for a Small Sized Craft is $10,000. It is doubled each size increment higher.&lt;br /&gt;
* &#039;&#039;&#039;Science Bay&#039;&#039;&#039;: This bay can act as a Chemical Kit and Electronic Kit that provides +X to crafting these materials. The X is determined by the level of the Science Bay. There are 5 levels of Science Bay. For example if the Bay is a level 2 then its +2 for both. This Bay also may be a requirement for certain types of upgrades on the ship. The level determines the cost.&lt;br /&gt;
** Price: Level 1 Science Bay costs $15,000. Each level higher triples the price.&lt;br /&gt;
* &#039;&#039;&#039;Medical Bay&#039;&#039;&#039;: This bay is considered to have a Medical Kit and Surgical Kit/Unit. This enabled A person with the [[Treat_Injury|Treat Injury]] skill to be able to preform all available types of treatment the Skill can offer from Surgery to Treat Poison and even Long-Term Care. This provides a +2 bonus too these actions. However a Medical Facility is an upgraded larger version of the Medical Bay. It can treat multi patients instead of one at a time and provides a +4 to the Treat Injury skill. Also the Medical Facility can also double as a Chemistry Kit for the purposes of crafting. Medical Facility requires a Large ship or bigger and two bays instead of one.&lt;br /&gt;
** Price: Medical Bay cost is: $25,000. Medical Facility costs: $500,000&lt;br /&gt;
* &#039;&#039;&#039;Industrial Bay&#039;&#039;&#039;: This Bay can act like both a Chemical and a Mechanical Kit. It provides a 1/2 Level bonus to Chemical crafting and a per level bonus to Mechanical. For example a Level 1 Industrial Bay provides a +0 to Chemical and a +1 to Mechanical. But a +4 provides a +2 Chemical and +4 Mechanical. The max level is 5. There is also the Industrial Facility. This allows for multi people to take advantage of the Industrial Bay at once. And also provides a +1/2 level bonus to Structural. It requires a Large Size or larger ship and two bays instead of one.&lt;br /&gt;
** Price: Industrial Bay cost is $15,000 starting level. Triple the cost per level. Industrial Facility costs $250,000 starting level and Triple the cost per level.&lt;br /&gt;
* &#039;&#039;&#039;Engineering Bay&#039;&#039;&#039;: This bay acts like both a Electronics and Mechanical kits. And provides a +1 to both per level. An Engineering Facility can be used by multi people. And provides an extra +1 per level bonus to any repairs to the ship its in. The Facility requires a Medium ship or larger and takes up two bays instead of one. Both the Bay and Facility allow characters to actively make repairs or modifications on ships even during combat.&lt;br /&gt;
** Price: Engineering Bay costs $30,000 starting level. Triple the cost per level. Engineering Facility costs $500,000 staring. Triple cost per level.&lt;br /&gt;
* &#039;&#039;&#039;Astrometrics Bay&#039;&#039;&#039;: This provides a +1 per level to the ship&#039;s Sensor attribute. This also increases the range of the Sensors by double.&lt;br /&gt;
** Price: $5,000. Triple the cost per level.&lt;br /&gt;
* &#039;&#039;&#039;Refinery Bay&#039;&#039;&#039;: This allows the ship to take raw materials and break them down to base materials that can be used for all sorts of crafting. It can also reduce the size and weight of mine or salvaged material by 50% by breaking down the salvage to its base parts. A must have for a scavenger or mining vessel. This can also provide a cheap source of crafting materials. Breaking down the material takes time. 100 units per day by default. There are 2 levels of Refineries. And 2 sizes. Level 1 can refine up to 50% of the waste away. But level 2 can refine 90%. The size determines the amount of units. A Refinery Facility is larger. Requires a Large or larger ship size and two bays. However a Facility refines 1000 units per day. These refineries can refine most any material. Even weapons, garbage, rock, ice asteroid even gases extracted from a gas giant. &lt;br /&gt;
** Price: Bay Level 1: $30,000. Bay level 2: $150,000. Facility Level 1: $300,000. Facility Level 2: $1,500,000&lt;br /&gt;
* &#039;&#039;&#039;Docking Bay&#039;&#039;&#039;: Allows ships two sizes smaller then then the ship the Docking Bay is installed on. If the ship also has an Industrial or Engineering Bay/Facility the Docking Bay can facilitate repairs with bonuses from those bays. The docking bay has space for 1 ship 2 sizes smaller. So the Bay will have that many squares of space. More then one ship can enter the bay if the ships are small that there total squares taken up do not exceed the number of squares a ship two sizes smaller would occupy. Multi docking bays can be installed side by side to provide bonus squares. For each set of two bays there is an additional amount of space equal to 3 ship sizes smaller.&lt;br /&gt;
** Price: The price is based on the size of the ship. Small cost is: $10,000. The price is double per each size increment higher.&lt;br /&gt;
* &#039;&#039;&#039;Passenger Bay&#039;&#039;&#039;: This allows the ship to support additional passengers. Similar to Cargo Bays Passenger Bays bonus is based on the size of the ship. The amount of bonus Passengers is based on the total possible amount determined by the Hull Size table divided by the number of Bays the ship has which is also determined by size. For example a Large ship has 4 bays and can support an additional 12 members. 12/4 is 3. So each Passenger bay can provide space for 3 more people. Passenger Bays costs can very based on how fancy they may be and what size ship they are being installed on.&lt;br /&gt;
** Price: For a small ship the base cost is: $20,000. It is doubled per each size increment.&lt;br /&gt;
&lt;br /&gt;
== Ship Crafting ==&lt;br /&gt;
&lt;br /&gt;
Ships are considered Structures. They require the following crafting skills: Electrical, Mechanical, Structural&lt;br /&gt;
&lt;br /&gt;
Building a ship requires a Ship Yard. A Docking Bay can also be used to repair a ship if the ship/station its part of has a Industrial or Engineering bay as well. Ship Yards can also facilitate repairing a space ship but a space ship that has an Engineering Bay can also do that.&lt;br /&gt;
&lt;br /&gt;
The materials costs are based on the finishing price of the ship not including the hardpoints and bays unless you are also building those. &lt;br /&gt;
&lt;br /&gt;
The time is based on the size of the ship.&lt;br /&gt;
*Colossal: 36450 Days - Requires Super Heavy Ship Yard&lt;br /&gt;
*Gargantuan: 12150 Days - Requires Super Heavy Ship Yard&lt;br /&gt;
*Huge: 4050 Days - Requires Heavy Ship Yard&lt;br /&gt;
*Large: 1350 Days - Requires Heavy Ship Yard&lt;br /&gt;
*Medium: 450 Days&lt;br /&gt;
*Small: 150 Days&lt;br /&gt;
*Tiny: 50 Days&lt;br /&gt;
*Diminutive: 20 Days&lt;br /&gt;
*Fine: 10 Days&lt;br /&gt;
&lt;br /&gt;
Skilled laborers can be contracted to divide up the work. A Ship Yard can have as much as 50 people working on the same ship. Heavy 500 people. And Super Heavy 5,000 people. Cost may very based on the GM. But default suggestion would be $10,000 a day + completion bonus of 1/1000th the cost of the ship.&lt;/div&gt;</summary>
		<author><name>99.91.0.249</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Space_Ships&amp;diff=2549</id>
		<title>Space Ships</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Space_Ships&amp;diff=2549"/>
		<updated>2015-12-26T06:18:08Z</updated>

		<summary type="html">&lt;p&gt;99.91.0.249: /* Ship Quirks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
This page is for rules on Building, repairing, buying and selling of Space craft within the Future Path universe. For rules on combat in a Star ship go [[Combat#Space_Combat|here]]. For rules on piloting and exploration with space ships go [[Transportation|here]]&lt;br /&gt;
&lt;br /&gt;
== Space Craft Categories ==&lt;br /&gt;
&lt;br /&gt;
There are two distinctive aspects to space craft. Its Hull size and Hull configuration. The Hull the primary foundation too a Space Craft. All other aspects are derived from a crafts Hull. When building a ship or trying to price the ship out the price is first based on its size. Then its configuration (if it has one). Configurations determines what purpose the craft has and different hall configures can allow access to different things thus changing the price. Configuration may also determine the [[Wealth_and_Money#Procure_Difficulty|procure difficulty]]. &lt;br /&gt;
&lt;br /&gt;
=== Hull Sizes ===&lt;br /&gt;
&lt;br /&gt;
Below is a table of Hull sizes. All hulls must fit within these sizes. Sizes are here to represent the number of squares that a craft will take up in space. Much like a character taking up a 5ft square of personal space craft also have the same personal space except they are in 500ft blocks instead. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Sizes&lt;br /&gt;
! Size&lt;br /&gt;
! Size&amp;lt;br /&amp;gt; Modifiers&lt;br /&gt;
! Armor&amp;lt;br /&amp;gt; Bonus&lt;br /&gt;
! Weapon Size&amp;lt;br /&amp;gt;Hard Points&lt;br /&gt;
! Sq ft&lt;br /&gt;
! Num of Squares&lt;br /&gt;
! Base Price&lt;br /&gt;
! Support Life&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Colossal|| –8 || +6 || Huge / 10 || ~32,000+ ft || 64+ squares || 12 Million  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan|| –4 || +2 || Large / 10 || ~18,000+ ft || ~36 squares || 4 Million || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Huge|| –2 || +1 || Large / 8 || ~8,000+ ft || ~16 squares || 1.8 Million || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Large|| –1 || 0 || Medium / 8|| ~2,000+ ft || ~4 squares || 800,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Medium|| +0 || 0 || Medium / 6|| ~500+ ft || ~1 squares|| 200,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Small|| +1 || 0 || Small / 4 || ~250+ ft || 4 per sq || 50,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Tiny|| +2 || -1 || Small / 2|| ~125+ ft || 16 per sq || 20,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Diminutive|| +4 || -2 || N/A / 3 || ~75+ ft || 64 per sq || 10,000 || No*&lt;br /&gt;
|-&lt;br /&gt;
|Fine|| +8 || -6 || N/A / 2 || &amp;lt;75 ft || 256 per sq || 5,000 || No*&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;8&amp;quot; | *Emergency Craft/Escape Pods Only can support life and be this small.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Anything more then ~60,000 square feet, 18,000 meters in size is consider Super Colossal and can only be a ship with exceptions from the GM. It would be considered a station. Even if the station has the ability to move around in the universe of Future Path no craft of that magnitude could preform Faster Then Light travel using a system completely self contained. In order to travel fast distances a &#039;ship&#039; that size would have to be moved by an external source. Also attacking a ship or structure of that size would be considered as attacking a station and thus different modifiers apply.&lt;br /&gt;
&lt;br /&gt;
== Space Craft Attributes ==&lt;br /&gt;
&lt;br /&gt;
Hull Size determine points that are given to 6 Main Attributes These 6 Main Attributes are similar in nature to a Characters 6 Ability scores. However not every Attribute is a perfect pairing to a Character&#039;s ability score. Some stats are more like a skill. Players spend points on the 6 Main Stats similar to character creation alternative rules. Below is the 6 Attributes and a summary.&lt;br /&gt;
&lt;br /&gt;
There are also additional Statistics that will be reviewed below in the [[Space_Ships#Secondary_Ship_Statistics|Secondary Statistics]] section.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-right: 10px;&amp;quot;&lt;br /&gt;
|+Table: Tech Level Bonuses&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Tech Level&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 0 || -5&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 2 || +5&lt;br /&gt;
|-&lt;br /&gt;
| 3 || +10&lt;br /&gt;
|- &lt;br /&gt;
| 4 || +15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
; Engines:&lt;br /&gt;
: Like Strength. Engines are the heart of a ship. Engines can add bonuses to Combat Manoeuvres as well as certain Ship Feats.&lt;br /&gt;
; Mobility:&lt;br /&gt;
: Like Dexterity. Can add bonuses to AC, Initiative and bonus bonuses to Tactical Speed. &lt;br /&gt;
; Amour:&lt;br /&gt;
: Like Constitution. Can add bonuses to AC and extra Hit Die&lt;br /&gt;
; Electronics:&lt;br /&gt;
: Like Intelligence. Provides bonuses to Manoeuvres and ship functions that uses electronic upgrades.&lt;br /&gt;
; Sensors:&lt;br /&gt;
: Like Wisdom. (The Character skill Perception uses Wisdom). This provides bonuses to the ship sensors giving it better abilities to scan and find things in space.&lt;br /&gt;
; Communications:&lt;br /&gt;
: Like Charisma. Adds to a Characters Charisma bonus while attempting to communicate to other ships. Also enhances the range of communication systems and makes it hard to jam. &lt;br /&gt;
&lt;br /&gt;
All ships start with 15 points that a Player can spend on customizing the ship. More points can also be gained based on the Tech Level the Space Ship. Please review the chart too the right. &lt;br /&gt;
&lt;br /&gt;
Bonus points can also come from Characters who can provide bonuses based on there Craft skills. Each of the main 6 Attributes is associated with a kind of Craft skill. High enough in the associated craft skill can provide bonuses too that Main Stat. More on this in the Space Ship crafting section.&lt;br /&gt;
&lt;br /&gt;
Lastly additional points can be provided by Hull Configurations. Different configurations provide bonuses and special abilities that help make the ships stand apart from one another. Some of the bonuses come in the forum of additional points.&lt;br /&gt;
&lt;br /&gt;
=== Spending Points ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-right: 10px;&amp;quot;&lt;br /&gt;
|+Table: Ability Score Costs &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Score&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 7||–4&lt;br /&gt;
|-&lt;br /&gt;
| 8||–2&lt;br /&gt;
|-&lt;br /&gt;
| 9||–1&lt;br /&gt;
|-&lt;br /&gt;
| 10||0&lt;br /&gt;
|-&lt;br /&gt;
| 11||1&lt;br /&gt;
|-&lt;br /&gt;
| 12||2&lt;br /&gt;
|-&lt;br /&gt;
| 13||3&lt;br /&gt;
|-&lt;br /&gt;
| 14||5&lt;br /&gt;
|-&lt;br /&gt;
| 15||7&lt;br /&gt;
|-&lt;br /&gt;
| 16||10&lt;br /&gt;
|-&lt;br /&gt;
| 17||13&lt;br /&gt;
|-&lt;br /&gt;
| 18||17&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Just as in the alternative rules for Character Creation found [[Character_Creation_and_Advancement#Alternate_Ability_Score_Rules|here]]. The Player has to spend points on the 6 Main Stats that they want to see increased. The cost stacks. Meaning that if you want a +2 in Engines you have to pay for the +1 and +2 costs. So that it will cost a total of 3 points. For the Fine, Diminutive and Tiny sized crafts that start out at 9 instead of 10 simply shift the costs down one. So going from a 9 to a 10 will cost 1 point and 10 to 11 cost an additional 2 points and so on. &lt;br /&gt;
&lt;br /&gt;
;Example of spending points:&lt;br /&gt;
: You have a Tech 1 Medium sized Hull and you want to spend points on your Communications. That mean you have 15 points to spend. You also want better Mobility and Engines. So you put a +1 in Mobility and a +1 in Engines. Each will cost 1 point. However your main concern is Communications sense this is a ship for your Diplomat. You want to have +3 for Comms. This requires the 1 point for +1 and then another cost of 2 points for +2 and finally 3 points for the +3. You have to spend all 6 points to get the +3 bonus too Comms. In total you have spent 5 points and have 10 points left. You can keep going till you have spent all points.&lt;br /&gt;
&lt;br /&gt;
== Space Ship Default Statistics ==&lt;br /&gt;
&lt;br /&gt;
Each Hull Size has default values for the ship Statistics. Much like a Hero Base Class. Below is the default information below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Statistics&lt;br /&gt;
! Size&lt;br /&gt;
! AC&lt;br /&gt;
! Hit Die&lt;br /&gt;
! Shields&amp;lt;br /&amp;gt;Multiplier  &lt;br /&gt;
! Cargo Capacity&lt;br /&gt;
! Passenger&amp;lt;br /&amp;gt;Capacity&lt;br /&gt;
! Weight&lt;br /&gt;
! Cost&amp;lt;br /&amp;gt;Procure Diff&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Colossal || 8 || 30d12 || DR 15 / Mod 5 || 128,000 Units || 324  || 32,400 Tons || 36 Million / 4&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan || 8 || 24d10 || DR 10 / Mod 4 || 32,000 Units || 108 || 10,800 Tons || 12 Million / 3&lt;br /&gt;
|-&lt;br /&gt;
|Huge || 9 || 18d10 || DR 7 / Mod 4 || 8,000 Units || 36 || 3,600 Tons || 4 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
|Large || 9 || 16d8 || DR 5 / Mod 3 || 1,920 Units || 12 || 360 Tons || 320,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
|Medium || 10 || 12d8 || DR 4 / Mod 3 || 480 Units || 4 || 120 Tons || 160,000 / 0 &lt;br /&gt;
|-&lt;br /&gt;
|Small || 11 || 8d8 || DR 3 / Mod 2 || 70 Units || 2 || 40 Tons || 80,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Tiny || 11|| 6d6 || DR 2 / Mod 2 || 16 Units || 0 || 4 Tons || 32,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Diminutive || 12 || 4d6 || DR 2 / Mod 2 || 4 Units || 0 || 2 Tons || 16,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Fine || 12 || 2d6 || DR 2 / Mod 2|| 1 Unit || 0 || 1 Ton || 8,000 / 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The AC in the chart above is the total after the Size Modifier is applied. &lt;br /&gt;
&lt;br /&gt;
The Shield column has both the Damage Reduce provided by the base shields as well as the multiplier that is used with the ship&#039;s Shield Statistic. Learn more about ship Shields in the following section.  &lt;br /&gt;
&lt;br /&gt;
The Cargo Capacity is measured in Cargo Units. This is a generic way to loop both volume and weight into a single unit. This represents the maximum extra volume and weight a ship can carry. Each Unit is 100Lbs and 1x1x1ft square of volume. Going over this unit amount will cause the ship to be over burdened. Which will cut Tactical Speed in half as well as Transpiration speed. The maximum a ship can actually carry is twice the Unit amount. However that is if there are no passengers other then the necessary crew. As every spare room and all the hallways will filled with cargo containers. &lt;br /&gt;
&lt;br /&gt;
The prices in the above graph already include the procure difficulty. Procure Diff  and price can increase due to Hull Configurations and customizations.&lt;br /&gt;
&lt;br /&gt;
== Ship Statistics ==&lt;br /&gt;
&lt;br /&gt;
Besides the 6 Main Attributes ships have other Statistics as well. Just like a Character has stats that are effected by there ability scores these stats can be effected by the 6 Main Attributes. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Craft Statistics&#039;&#039;&#039;:&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Attack Damage Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| The Attack Damage Bonus effects the damage roles provided. It is equal to 1/2 the Engine Mod round down. It is added to the total damage of each weapon fired.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Combat Attack Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| This effects the ships ability to preform tactical manoeuvres and abilities. It is effected by the Engine Mod.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Combat Defence Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| This effects a ships chance of being effected by an enemies tactical manoeuvres or abilities. It is 10 + Engine Mod + Mobility Mod + Misc Mod&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Hit Die:&lt;br /&gt;
|-&lt;br /&gt;
| Hit Die and number of Hit Die are provided by the Hull Size of the craft. However Hull Configuration can change this as well. The ship also gets bonus Hit Dice based on the Armor Mod.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Initiative:&lt;br /&gt;
|-&lt;br /&gt;
| Initiative effects the order of combat as well as determining who goes first in a stand-off. The total is: (Mobility + Sensors) - Armor.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Shields:&lt;br /&gt;
|-&lt;br /&gt;
| Shields is a ships Damage Reduction. A ship doesn&#039;t have to have shields. Having shields usually causes negative effects along side the positive ones. Base shield damage reduction and its modifier are provided by a shields Hull Size and possibly its Configuration. However this can be further modified by the Electronics Mod. The new total is: Base Shield DR + Modifier * Electronic Mod. &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Targeting Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| This effects the Accuracy check for a ship to determine if its weapons are on target. This total is added to d20 accuracy check rolls. The total is: Mobility Mod + Sensors Mod&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Below are things that cannot be effected by the 6 Main Attributes. They are provided by default from Hull Size/Configuration. However some modifications done by Characters such as installing gadgets or upgrades that can change the below stats. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Misc Statistics&#039;&#039;&#039;:&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Cargo Capacity:&lt;br /&gt;
|-&lt;br /&gt;
| Provided by the Hull Size this attribute can be modified by the Hull Configuration as well as by the Players that may want to modify there ship to hold more. More unit space is provided by converting bays into cargo holds. Each bay adds 1/4 of the default cargo space of the Hull Size of the ship. So if the ship is a medium size hull then converting one of the bays would provided an additional 120Units of space.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Cost/Procure Diff:&lt;br /&gt;
|-&lt;br /&gt;
| This is the cost of and procure diff of the ship. It is always nice to record what you paid for the ship. Or what your appraisal of the ship might be. The GM might tell the Players what the ship is worth if they find it. However the GM might not. The Characters may have to roll checks to appraise the ship.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Crew:&lt;br /&gt;
|-&lt;br /&gt;
| This is a place to record who is the crew of the ship and what there bonuses are. If one of the crew takes over piloting for example you can look here to find there pilot bonus so you do not have to re-write it.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Dimensions/Weight:&lt;br /&gt;
|-&lt;br /&gt;
| Simply a place to record its size. The only requirement here is that you record the Squares that the ship officially occupies which is based on size. However specific dimensions of the ship so that players can get a sense of the ships look and feel is always a nice touch of detail! &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Passenger Capacity:&lt;br /&gt;
|-&lt;br /&gt;
| Ships can carry crew and passengers. This capacity refers to the total number of people that require life support on board the ship. However passenger count is not the same as the required amount of crew members to manage a ship. Ships can run on a surprisingly small number of crew members due to advanced automation technology. It makes no sense to carry more &#039;meat bags&#039; that could die at any moment into the harassed place in the universe. In order to carry more then the average necessary crew of 8 (only applies for ships that have a higher passenger count then 8) a ship needs Passenger Bays installed. If all available bays are installed then the maximum amount passenger capacity is reached + the crew. This is dictated by the Hull Size. &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Pilot Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| This is the Mobility Bonus of the ship plus the Pilot Dex Mod if applicable. &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Pilot Dex Mod:&lt;br /&gt;
|-&lt;br /&gt;
| This is the Dex Mod of the Pilot. This only is applied if the Pilot has the [[Pilot|Pilot]] skill. &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Name:&lt;br /&gt;
|-&lt;br /&gt;
| Of course a ship has to have a name! &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Summary Design Specs:&lt;br /&gt;
|-&lt;br /&gt;
| A summary including Hull Size/Configuration/Quarks and other interesting tid pits of info. Such as history of the ship and what not. This is a nice place to add detail and &#039;character&#039; to the ship. Kinda like giving a character a backstory this is where one would record such things.  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Hull Configurations ==&lt;br /&gt;
&lt;br /&gt;
Below is a table with common Hull configurations of the Future Path Universe. Further below is more detailed description of the crafts. Different configurations supply different bonuses to help to stylise the Space Craft. Below the table is a more detailed list of the Hull configurations and there bonuses.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Configurations&lt;br /&gt;
! Configuration&lt;br /&gt;
! Avg. Size &lt;br /&gt;
! Avg. Price&amp;lt;br /&amp;gt;Procure Diff&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Barges || Medium || 250,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Battle Cruisers || Large || 400 Million / 3&lt;br /&gt;
|- &lt;br /&gt;
| Battle Ships || Huge || 800 Million / 4&lt;br /&gt;
|-&lt;br /&gt;
| Capital || Colossal || 20 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Carriers || Gargantuan || 8 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Cruisers* || Medium || 20 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Drones* || Diminutive || 10,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Destroyers || Medium || 25 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Dreadnoughts || Gargantuan || 2 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Fighters || Small || 500,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
| Frigates || Medium || 2 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Freighters || Huge || 4 Million / 1&lt;br /&gt;
|-&lt;br /&gt;
| Industrial || Large || 1 Million / 0&lt;br /&gt;
|-&lt;br /&gt;
| Shuttles || Small || 50,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;3&amp;quot; | *Prices vary wilding depending on application. The name doesn’t &amp;lt;br \&amp;gt;necessary imply military application and vice-a-verses.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Barges:&lt;br /&gt;
: The &#039;pack mule&#039; of the galaxy. The barge is the most common cargo transport ship in existence. Many different corporations create different configurations from hauling every day goods, to people, to extremely volatile substances. Many young adventures found themselves starting out in some capacity aboard a barge. Not the most heroic place to start out with but there is sort of a romantic underdog appeal to the barge. This is probably helped by the fact that they can be found in every corner of the galaxy making them a dime a dozen and the Hull is pretty customizable. Which attracts all sorts of different types of people. Many of a raider or pirate uses a heavily modified Barge Hull to be a weapon against other ships of its like in lawless space.&lt;br /&gt;
:*Dis-Advantages: -2 to Mobility, -3 Hard Points&lt;br /&gt;
:*Advantages: +2 Bays (Both are forcefully converted into Cargo Holds) as a 240Units of Cargo Space, Super Common Bonus -1 to Procure Diff and 50% less time/cost to repair&lt;br /&gt;
&lt;br /&gt;
;Battle Cruisers:&lt;br /&gt;
: A standard in most military fleets these larger, heaver counter parts to the Cruiser are powerful heavy hitting machines of death. While BattleShips dominate the heavens with impressive presence of power. The BattleCruiser is what gives a military its flexibility. Smaller and generally faster most militaries use these ships as a counter for smaller ships and a less expensive solution to dealing with small scale pirates and bandits.  &lt;br /&gt;
:*Dis-Advantages: Cargo Capacity is 480Units, Passenger Cap is 8, -5 Attribute Points&lt;br /&gt;
:*Advantages: +2 Electronics, +2 Mobility, +1 Non-Weapon Hard Point&lt;br /&gt;
&lt;br /&gt;
;Battle Ships:&lt;br /&gt;
: These terrifying ships are massive war machines and are usually the backbone of militaries. These machines can be used to fight other BattleShips while also grouping up to take on larger objects. Considered necessary for any large scale conflict in space these expensive massive machines are a must have.&lt;br /&gt;
:*Dis-Advantages: Cargo Capacity is 1,920Units, Passenger Cap is 12, -5 Attribute Points&lt;br /&gt;
:*Advantages: +2 Engines, +2 Armor, All weapons gain the &#039;Barrage&#039; mode for free.&lt;br /&gt;
&lt;br /&gt;
;Capital:&lt;br /&gt;
: So massive they are sometimes mistaken for stations these epic craft seam to defy logic as they effortlessly float in the heavens. Any military or civilization attempting to prove itself to others may build these behemoths. Usually Capital ships are not used to fight directly in combat but as a base of operations and control. Thus some consider them nothing more the propaganda and an expensive fear machines. Most Capital ships are used as Command ships or Super Carries not for ships but for soldiers. They are excellent solution to the mass logistic problems of larger militaries. &lt;br /&gt;
:*Dis-Advantages: -5 Attribute Points, -4 Mobility, -3 Hard Points&lt;br /&gt;
:*Advantage: +4 Bays, +2 Sensors, +2 Communications, +2 Electronics&lt;br /&gt;
&lt;br /&gt;
;Carriers:&lt;br /&gt;
: Carriers are the main ship that makes a large fleet mobile. It can also provide flexibility in combat as it can deploy an array of different types of ships and drones. Most Carriers are designed to hold and maintain smaller ships. But some are designed for troop deployment to stations and planets. There are also Super Carriers which are Capital class Carriers that are able to old larger size or simply more ships/people. In some cases doubling as a Command Ship.&lt;br /&gt;
:*Dis-Advantages: -5 Attribute Points, -2 Mobility, -5 Hard Points&lt;br /&gt;
:*Advantages: +6 Bays, +2 Sensors, +2 Electronics, Built is Repair Bay for Large ships or smaller.&lt;br /&gt;
:*Misc: Can carry, deploy, repair ships of Large size or smaller. &lt;br /&gt;
&lt;br /&gt;
;Cruisers:&lt;br /&gt;
: A smaller light weight version of the Battle Cruiser. However the purpose is the same. They are flexible combat vessels. Common in both Military and police forces and is usually seen as the first response to aggressive outlaws. Considered by police forces as there solution to deal with the more deadly pirates, gangs, and other criminal organizations. The military however sees these as inexpensive portal/recon/scientific/experimental craft. &lt;br /&gt;
:*Dis-Advantages: -2 Attribute Points&lt;br /&gt;
:*Advantages: +1 Hard Point, +2 Mobility&lt;br /&gt;
&lt;br /&gt;
: There is also non-military applications for hulls similar to cruisers. Everything from personal transportation of a VIP to a luxury liner. The rich would much rather distance themselves from a fancy customizes barge for there travels. After all anybody can afford one of those. Demilitarized older model cruisers are often sold by militaries to other governments or people as for a verity of different reasons. And sometimes you may find that they are not so de-fanged as they are meant to be. &lt;br /&gt;
:*Dis-Advantages: -2 Armor&lt;br /&gt;
:*Advantages: -4 Hard Points, +2 Mobility&lt;br /&gt;
&lt;br /&gt;
;Drones:&lt;br /&gt;
: Drones come in all shapes, sizes and uses. From military to personal hobbyist these machines all have one thing in common. Some sort of A.I. and a connection to a central controller or computer system. The military has a wide range of uses from complementing a ships systems to being part of a Carrier fleet that can send swarms of drones down upon an enemy in coordinated attacks. However many people have drones for personal use. It also helps that drones with self defense A.I. is usually not illegal in most of the Ring and thus many people use them as a way to help deter outlaws.&lt;br /&gt;
:*Dis-Advantages: -1 across all Attributes.&lt;br /&gt;
:*Misc: Drone AI Module installed. Can be easily controlled by an AI system can can be deployed in masses to attack or defend. Swarm bonuses apply when 4 or more are part of a team. Swarm adds AC advantages against projectile attacks.&lt;br /&gt;
&lt;br /&gt;
;Destroyers:&lt;br /&gt;
: These ships where meant to ask the question: &amp;quot;How much fire power can one medium ship truly have?&amp;quot;. While similar sizes and speeds to a Cruiser these ships are rarely seen used by anybody except the military. They are designed to back a massive bunch for there size. Made a cheap considering there fire power and have a minimalist crew. Squads of these craft are usually used to compliment attack fleets that target other Medium to Huge sized craft. These Destroyers go toe to toe with the best Battle Cruisers and Battle Ships. The idea being that the Destroyer will be specifically fitted for its target ship and if a few ships die in the process this is nothing compared to loosing a bigger ship that has more people and cost more money.&lt;br /&gt;
:*Dis-Advantages: Illegal to own even though it is a Medium sized craft, -2 Attribute Points&lt;br /&gt;
:*Advantages: +2 Hard Points, All weapons are considered &#039;Gimbaled&#039; for free. &lt;br /&gt;
&lt;br /&gt;
;Dreadnoughts:&lt;br /&gt;
: Dreadnoughts have an interesting history. It is believed the precursors to the Dreadnought was a super heavy battle ship designed as a &amp;quot;Station buster&amp;quot;. Stations had ever defenses and could take a long time to bring down by a fleet of Battle Ships. So to minimize the amount of forces committed to a single attack a large ship was designed. However shortly after stations just got bigger defenses. In order to find a use for these super powerful focused weapons it is believed these ships where then used to hit targets on planets and moons. The terror of seeing massive scale death raining down from the sky put fear into people who named the ships Dreadnoughts. &lt;br /&gt;
: Dreadnoughts have evolved over time to include taking out of Dreadnoughts as well Carriers and Capital ships. The more powerful weaponry at the time for taking out these ships was explosive forces from Nuclear or anti-mater which made radial explosions that where discriminatory of who it effected. Dreadnoughts where the first mobile forum of focus weaponry which had the counter intuitive effect of bring these larger scale ships into every day combat. It did this because these larger ships where simply dying at larger and larger ranges where they own effectiveness was computerized but now they can be brought into the heat of battle where they would be most effect without worrying about its destruction also leading to everyone else’s destruction. &lt;br /&gt;
:*Dis-Advantages: -2 Mobility, -5 Ability Points, -2 Hard Points&lt;br /&gt;
:*Advantages: Can mount a single Gigantic sized weapon without taking up any hard points. This Gigantic weapon has double the base range and a +2 Moderate Advantage to hit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Fighters:&lt;br /&gt;
: Similar to combat aircraft of the modern world these machines fly through space instead of the atmosphere. Some can do both however. Although they are usually only effect in one or the other. Usually only a single pilot supported by advanced A.I. these craft carry massive punch. Similar design philosophy to that of the Destroyer Hull configuration except at a smaller scale these craft where uses almost like cannon fatter by most militaries as a way to swarm any ships and use precision targeting or advance electronics to disable and in some cases destroy the bigger target. &lt;br /&gt;
:*Dis-Advantages: -2 Armor, Passenger Cap is 1&lt;br /&gt;
:*Advantages: +2 Mobility&lt;br /&gt;
&lt;br /&gt;
;Frigates:&lt;br /&gt;
: A common craft in the Ring this space ship is normally used only for military purposes. But it is also the common police craft as well as what is normally used by VIPs transportation if they are not rich enough to afford a Cruiser. Just like the Cruisers you will find them being sold everywhere. &lt;br /&gt;
:*Dis-Advantages: -1 to Sensors&lt;br /&gt;
:*Advantages: This super common craft is use for just about everything and thus 50% less cost/time spent on repairs. +1 Attribute Point&lt;br /&gt;
&lt;br /&gt;
;Freighters:&lt;br /&gt;
: When a Barge cannot do the trick Freighters take over. These are the industrial scale cargo transportation ships. Although some have been converted into other things such as massive traveling carnivals. Just like barges these can be converted to transport just about everything. &lt;br /&gt;
:*Dis-Advantages: -4 Mobility, -4 Hard Points&lt;br /&gt;
:*Advantages: All converted Cargo Bays provide double the space. +6 Cargo Bays which adds an additional 20,000 Units of space for a total of 28,000 Units if no other bays converted.&lt;br /&gt;
&lt;br /&gt;
;Industrial:&lt;br /&gt;
: Factory in a can. These ships of varies sizes are the backbone of non planetary or moon based industry. This usually means mining and refining of asteroids but it is not always limited to that. These are must have for new settlers to a solar system that are hopping to there new homes resources to start a new colony or terraform a planet. &lt;br /&gt;
:*Dis-Advantages: -2 Mobility, -2 Hard Points&lt;br /&gt;
:*Advantages: The Ship has a free Industrial Bay of the largest size that the Hull configuration can hold. The Industrial Bay provides a +2 bonus with the correctly skill person.&lt;br /&gt;
&lt;br /&gt;
;Shuttles:&lt;br /&gt;
: Personal transport vehicles. The more versatile the more expensive. The basic kinds can only fairy from station to station. And can only accommodate say two passengers. But the more advanced you get the more people it can carry further and further distances to more and more different places. Such as planets, move around as a planet side craft, or even go under oceans.&lt;br /&gt;
:*Dis-Advantages: -2 Armor, -2 Engines, -2 Electronics, -2 Hard Points&lt;br /&gt;
:*Advantages: +4 Mobility, +2 Communications, Pilot doesn&#039;t need the Pilot skill to provide Dex bonus, +2 Passengers&lt;br /&gt;
&lt;br /&gt;
== Space Ship HardPoints and Bays ==&lt;br /&gt;
&lt;br /&gt;
A space ships hardpoints are its external mounting points where weapons and other external upgrades go. Where as a ships Bays are its internal upgrades. The amount of Hard Points and Bays are determined by the Hull Size. However Hull Configuration and how points are spent on the Ships 6 attributes may also effect these numbers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Space Craft Hard Points and Bays&lt;br /&gt;
! Size&lt;br /&gt;
! Weapon Size&lt;br /&gt;
! Hard Points&lt;br /&gt;
! Number of Bays&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Colossal|| Gigantic || 10 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan|| Large || 10 || 8 &lt;br /&gt;
|-&lt;br /&gt;
|Huge|| Large || 8 || 6  &lt;br /&gt;
|-&lt;br /&gt;
|Large|| Medium || 8 || 4 &lt;br /&gt;
|-&lt;br /&gt;
|Medium|| Medium || 6 || 2&lt;br /&gt;
|-&lt;br /&gt;
|Small|| Small || 4 || 1&lt;br /&gt;
|-&lt;br /&gt;
|Tiny|| Small || 2 || 0 &lt;br /&gt;
|-&lt;br /&gt;
|Diminutive* || N/A || 3 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Fine* || N/A || 2 || 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;3&amp;quot; | *These ships use &#039;normal&#039; sized weapons noted in the [[Weapons|Weapons Section]]&lt;br /&gt;
|}&lt;br /&gt;
=== Hard Points ===&lt;br /&gt;
&lt;br /&gt;
Hard Points are communally referred to as the locations that weapons are deployed. However they can also mount a number of other external devices. Such as a Jamming Array, Grappler, Extended Sensor Array, Target Enhancers, Target Jammers etc... More information on Ship Weapons can be found in the [[Space_Ships#Ship_Weapons|Ship Weapons]] section. The number of hard points as well as the size of the weapon the hard point can support is shown on the chart too the right.&lt;br /&gt;
&lt;br /&gt;
=== Bays ===&lt;br /&gt;
&lt;br /&gt;
Bays are empty spaces within the hull of the ship that can be customized for certain uses. A Bay can be converted into facilities for example: Science Bay or Medical Bay. The facilities add additional services that the ship can provide to its crew.. given that someone has the necessary skills to operate them. Bays are sometimes required for certain upgrades. Theses upgrades use the space to store additional power supplies, relays, conduits, access ports and other components necessary to support the Upgrade. More information on Ship Bays in the [[Space_Ships#Ship_Bays|Ship Bays]] section below.&lt;br /&gt;
&lt;br /&gt;
== Space Ship Abilities and Upgrades==&lt;br /&gt;
&lt;br /&gt;
Ships can have modifications installed in the form of System Upgrades. Ever Statistic of a ship from the 6 main Stats to all Secondary Stats can have System Upgrade installed. These can be installed by a Character with the correct Craft skill or simply paid for. A list of System Upgrades can be found in the Wealth and Equipment section.&lt;br /&gt;
&lt;br /&gt;
Ships can also have modifications outside of upgrading key systems. But instead add new Abilities to a craft. Usually this upgrade depends on at least one of the 6 Main Stats or the bonus from Combat Maneuver Attack Bonus. A detailed list of Space Ship Abilities can be found in the Space Ship Combat section [[Combat#Space_Combat|here]].&lt;br /&gt;
&lt;br /&gt;
== Ship Quirks ==&lt;br /&gt;
&lt;br /&gt;
Ship&#039;s can have Quirks about them. Similar in nature to a Character [[Difficulties|difficultly/trait]] ships can have Quirks/defects that can add more personality uniqueness to ones ship. Any adventure is going to get some scars and bumps along the way and his ship is no different. Ships are expensive and you don&#039;t want to just replace it the moment it cracks its first Quantum coolant tank. Over time the ship is going to start to gain its own personality in the eyes of its crew. &lt;br /&gt;
&lt;br /&gt;
Here are some &#039;Quirks&#039; or &#039;defects&#039; that ships can gain over time. They can be &#039;earned&#039; or given by the GM. Players with the right skills and equipment can over time remove most defects and quirks if they want. Although some can be made permanent if GM wishes it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Out Dated&#039;&#039;&#039;:&lt;br /&gt;
* Description: This ship is old and antiquated. Most people will find that its only worthy of a scrap yard. Or perhaps a museum. The ship is more likely to gain other quirks. A ship with this quirk gets to pick another quirk and ignore its negative. The quirks are permanent.&lt;br /&gt;
* Negative: It costs 25% less to buy and you get 50% less if you attempt to sell it.&lt;br /&gt;
* Positive: Choose another quirk and ignore its negative effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Cranky &#039;&#039;&#039;:&lt;br /&gt;
* Description: This ships engines and internal components require some encouraging from time to time. A good bang here or smack there to get it to start functioning correctly. &lt;br /&gt;
* Negative: When getting massive damage or receiving a crit on the ship the there is a 50% chance a component may start to malfunction requiring a crew member to waste a turn finding and banging the part back into shape.&lt;br /&gt;
* Positive: Instead of repairing an item over possibly multi turns a crew member can act even without the appropriate skills to quickly repair a single broken part of the ship once per day by simply hitting it really hard.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Falling Apart &#039;&#039;&#039;:&lt;br /&gt;
** Description:  Weather by age or by miss care this ship is falling apart. Sure it runs but for how long? It also looks like it pile of junk. Characters will be constantly on the look out for the next broken component. &lt;br /&gt;
** Negative: 25% reduction of resale value. Every day of travel the ship has a small chance of having something break. A dice is rolled and either a 50/50 coin toss or a 100% check where a player guess high or low. If the player losses the coin toss or guess then there is a broken component. Another % dice is rolled to determine the issue. Most are not serious.&lt;br /&gt;
&lt;br /&gt;
**1-10%: Super superficialis problem. The ship is just a little more bumpy/noisy then normal.&lt;br /&gt;
**11-20%: A minor problem with the engines. -1 to the engines until they are repaired.&lt;br /&gt;
**21-30%: A minor problem with the crafts Mobility. -1 to Mobility until repaired.&lt;br /&gt;
**31-40%: A minor problem with the Amour. Some noticeable cracks form. Temporary -1 Hit die until repaired&lt;br /&gt;
**41-50%: A minor problem with the Electronics. -1 to Electronics. On top of it the lights flicker and sometimes waste management doesn&#039;t work! Eks!&lt;br /&gt;
**51-60%: A minor problem with the Sensors. -1 to Sensors. Or sensor blimps show up often with things that are actually not there. GM choice.&lt;br /&gt;
**61-70%: A minor problem with communications. -1 to Communications. Or random calls from unknown sources show up. Or calls end when they shouldn&#039;t. GM Choice.&lt;br /&gt;
**71-80%: A random minor problem with one of the bays of the ship. (Get a die equal too the number of bays and roll for which bay, or GM Choice). The Bay is disabled until repaired.&lt;br /&gt;
**91-100%: Re-roll except its a major problem instead of minor. (If 90-100 simply re-roll until you land on a % that is not.)&lt;br /&gt;
&lt;br /&gt;
If the problem is a minor one it requires no materials and 1 work day of no FTL to repair. If the problem is a major one it will require materials to repair if there is no Engineering Bay the ship will require a facility for assistance to get the repair done.&lt;br /&gt;
&lt;br /&gt;
== Ship Positions ==&lt;br /&gt;
&lt;br /&gt;
There are 3 main positions that can directly effect a ship. Small size or smaller ships can combine these positions without taking penalties. However larger ships require the positions to be filled by a dedicated person or take a Moderate -2 per extra position a single Character is fulfilling. &lt;br /&gt;
&lt;br /&gt;
The 3 main positions are:&lt;br /&gt;
* &#039;&#039;&#039;Helm&#039;&#039;&#039;: Supplies the Pilot bonus&lt;br /&gt;
* &#039;&#039;&#039;Weapons&#039;&#039;&#039;: Supplies a bonus to accuracy checks&lt;br /&gt;
* &#039;&#039;&#039;Communications&#039;&#039;&#039;: Supplies that characters CHA mod as a bonus to communications and to jamming or counter jamming. &lt;br /&gt;
&lt;br /&gt;
There are also 4 other positions that are note worthy.&lt;br /&gt;
* &#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Engineer&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Science&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Medical&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Captain&#039;&#039;&#039; can use the Leadership feat to provide bonuses to the people in different positions on the ship. The &#039;&#039;&#039;Captain&#039;&#039;&#039; can use there CHA Mod instead of the Comms officer if they are the one doing 100% of the talking.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Engineer&#039;&#039;&#039; does not effect the stats of the ship. However they can help to repair the ship even while in combat if the ship has an Engineer station or facility. A ship can also provide information and tools at the ready for an Engineer to help repair the ship giving the Engineer bonuses to repair.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Science&#039;&#039;&#039; officer can be anyone that wants to preform science related skills on the ship using a ship provided science station or facility. Not all ships come with a Science station or facility. They are upgrades that can be installed. A person using this station can gain bonuses.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Medical&#039;&#039;&#039; officer just like the Science officer requires a Medical facility. Anyone using the Medical facility with the necessary skills can gain bonuses. &lt;br /&gt;
&lt;br /&gt;
More positions can be made up by the GM for the purpose to storytelling and game play. As long as those roles are clear and the Players are aware of them before gaming.&lt;br /&gt;
&lt;br /&gt;
== Ship Weapons ==&lt;br /&gt;
&lt;br /&gt;
There is 4 main weapon sizes. Small, Medium, Large, Gigantic. To the right is a table showing ship size and the relative sized weapon that ship can be fitted with as well as the default number of hard points.&lt;br /&gt;
&lt;br /&gt;
Below is the weapons sizes. Size is relative. To the average person these weapons must be massive. However to a ship they are Small to Gigantic just like the weapons sizes specified in the [[Weapons#Weapon_Levels|Weapons Levels]] section. There are also Weapon Types. Projectile, Laser, Plasma,  and Missile.&lt;br /&gt;
&lt;br /&gt;
The Weapon Size provides the number of damage die (Although not the die type) as well as the base range.&lt;br /&gt;
&lt;br /&gt;
The weapon Type provides the damage die type as well as the range increment penalty.&lt;br /&gt;
&lt;br /&gt;
Weapons can also have Amo types which can add or take away bonuses. However amo rules are the same for ships as they are for normal weapons. Too review rules for amo usage go [[Weapons#Ammunition|here]].&lt;br /&gt;
&lt;br /&gt;
Weapons can also have Special Features that increase the price and Procure diff.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:left; margin-right: 10px; text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Weapons Sizes&lt;br /&gt;
! Size&lt;br /&gt;
! Damage Die&amp;lt;br /&amp;gt;Number&lt;br /&gt;
! Minimum Range&lt;br /&gt;
|-&lt;br /&gt;
| Small || 3dX || 3,000ft/6 Squares&lt;br /&gt;
|-&lt;br /&gt;
| Medium || 6dX || 9,000/18 Squares&lt;br /&gt;
|-&lt;br /&gt;
| Large || 9dX || 27,0000/54 Squares&lt;br /&gt;
|-&lt;br /&gt;
| Gigantic || 12dX || 81,000/162 Squares&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:left; margin-right: 10px;&amp;quot;&lt;br /&gt;
|+ Space Craft Weapon Types&lt;br /&gt;
! Type&lt;br /&gt;
! Die Type&lt;br /&gt;
! Range Penalty&amp;lt;br /&amp;gt;Accuracy / Damage&lt;br /&gt;
|-&lt;br /&gt;
| Projectile || d4 || -1 / 0&lt;br /&gt;
|- &lt;br /&gt;
| Laser || d8 || -2 / -1&lt;br /&gt;
|-&lt;br /&gt;
| Plasma || d10 || -4 / -2&lt;br /&gt;
|-&lt;br /&gt;
| Missile || d6 || Amo Dependent&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-right: 10px; text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Weapon Costs&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Types&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Small&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Medium&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Large&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Gigantic&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Projectile&lt;br /&gt;
| $1,000&lt;br /&gt;
| $10,000&lt;br /&gt;
| $100,000&lt;br /&gt;
| $1,000,000&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Laser&lt;br /&gt;
| $2,500&lt;br /&gt;
| $25,000&lt;br /&gt;
| $250,000&lt;br /&gt;
| $2,500,000&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Plasma&lt;br /&gt;
| $5,000&lt;br /&gt;
| $50,000&lt;br /&gt;
| $500,000&lt;br /&gt;
| $5,000,000&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Missile&lt;br /&gt;
| $2,000&lt;br /&gt;
| $20,000&lt;br /&gt;
| $200,000&lt;br /&gt;
| $2,000,000&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Special Features ====&lt;br /&gt;
&lt;br /&gt;
Below is a list of Special Features for Ship Weapons. A weapon can only have one Special Feature. The Special Feature doubles the cost of the weapon and adds the Procure Diff up by 1.&lt;br /&gt;
&lt;br /&gt;
* Burst Fire:&lt;br /&gt;
: This decreases accuracy by -4 but adds a +1 to all dice role. The weapon cannot use this Special Feature again for 1d6 turns.&lt;br /&gt;
* Barrage Mode:&lt;br /&gt;
: This increases accuracy by +4 but reduces the hit die by one level. This is a mode that can be turned on or off as a Free Action&lt;br /&gt;
* Fully Unload:&lt;br /&gt;
: This adds a +1 to all dice role however makes the weapon useless for 1 round. Also the weapon cannot use this Special Feature again for 1d6 turns. &lt;br /&gt;
* Suppressive Fire:&lt;br /&gt;
: This makes the weapon fire an unlimited amount of Attack of Opportunities to enemy targets with a Moderate +2 accuracy bonus. However this requires a Full Round action to setup during at which the weapon cannot be fired.&lt;br /&gt;
* Gimbal:&lt;br /&gt;
: Allows for better target tracking. +1 to Accuracy. This weapon cannot have other Special Features unless it is Master Crafted.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Lastly the ship&#039;s weapon can be further improved by a Tech Point or having it be Master Crafted. Master Crafting can allow up to 5 levels of master worked. Each level can provide a +1 too Accuracy, bonus 500ft range increment, +1 bonus damage or lastly adds another Special Feature. Each extra point doubles the cost. Making some weapons very expensive.&lt;br /&gt;
&lt;br /&gt;
=== Amo ===&lt;br /&gt;
&lt;br /&gt;
Amo adds an extra layer of customization too what your ships weapons can do. Amo can change your damage die, provide damage bonuses, range bonus, and change the damage type. By default Projectile, Missile weapons are Kinetic Damage types while Laser and Plasma are Thermal damage types. However this can change. Any different damage type from the default increases the price of the Amo by 50%. Any other bonuses provided increase the price by doubling it. If the bonus is increased say from +1 Damage Die to +2 the base price is quadrupled. The maximum bonus amo can provide is +5. Also anything above +1 and the procure diff starts to go up. Each level after +1 adds to the difficulty and rareness that the Characters would be able to acquire such amo even if they had the money. &lt;br /&gt;
&lt;br /&gt;
Crafting amo beyond the default weapon type requires a crafting rank of +2 or higher. Adding additional bonuses to damage die requires +3 for +1 damage. And +4 for +2 damage and so on.&lt;br /&gt;
&lt;br /&gt;
Below is a chart of the base prices for Amo based on there size and weapon type. This is for 100 rounds. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-right: 10px; text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Weapons Speeds&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Types&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Small&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Medium&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Large&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Gigantic&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Projectile&lt;br /&gt;
| $100&lt;br /&gt;
| $1,000&lt;br /&gt;
| $10,000&lt;br /&gt;
| $100,000&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Laser&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Plasma&lt;br /&gt;
| $15,000&lt;br /&gt;
| $150,000&lt;br /&gt;
| $15,000,000&lt;br /&gt;
| $1,500,000,000&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Missile&lt;br /&gt;
| $1,000&lt;br /&gt;
| $15,000&lt;br /&gt;
| $250,000&lt;br /&gt;
| $10,000,000&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Ship Bays ==&lt;br /&gt;
&lt;br /&gt;
Below is a list of Ship Bays accompanied by there description and cost. When applicable all bays can only be used by a single character at a time unless specified other wise.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Cargo Bay&#039;&#039;&#039;: This is simply a space carved out within the ship to store stuff. Most any stuff can be stored in a cargo bay. Cargo Bays can be specially fitted to handle dangerous material. These bays are more expensive and rare. The amount of stuff a Cargo Bay can hold is measured in Units. Explained in the [[Space_Ships#Space_Ship_Default_Statistics|Space Ship Default Statistics]] section. The amount of Unit space a Cargo Bay adds is determined by the size of the craft. It is an additional 1/4 the number of Units the size of the Craft can carry. There is no size limit or requirement for a Cargo Bay. &lt;br /&gt;
** Price: Base price for a cargo bay for a Small Sized Craft is $10,000. It is doubled each size increment higher.&lt;br /&gt;
* &#039;&#039;&#039;Science Bay&#039;&#039;&#039;: This bay can act as a Chemical Kit and Electronic Kit that provides +X to crafting these materials. The X is determined by the level of the Science Bay. There are 5 levels of Science Bay. For example if the Bay is a level 2 then its +2 for both. This Bay also may be a requirement for certain types of upgrades on the ship. The level determines the cost.&lt;br /&gt;
** Price: Level 1 Science Bay costs $15,000. Each level higher triples the price.&lt;br /&gt;
* &#039;&#039;&#039;Medical Bay&#039;&#039;&#039;: This bay is considered to have a Medical Kit and Surgical Kit/Unit. This enabled A person with the [[Treat_Injury|Treat Injury]] skill to be able to preform all available types of treatment the Skill can offer from Surgery to Treat Poison and even Long-Term Care. This provides a +2 bonus too these actions. However a Medical Facility is an upgraded larger version of the Medical Bay. It can treat multi patients instead of one at a time and provides a +4 to the Treat Injury skill. Also the Medical Facility can also double as a Chemistry Kit for the purposes of crafting. Medical Facility requires a Large ship or bigger and two bays instead of one.&lt;br /&gt;
** Price: Medical Bay cost is: $25,000. Medical Facility costs: $500,000&lt;br /&gt;
* &#039;&#039;&#039;Industrial Bay&#039;&#039;&#039;: This Bay can act like both a Chemical and a Mechanical Kit. It provides a 1/2 Level bonus to Chemical crafting and a per level bonus to Mechanical. For example a Level 1 Industrial Bay provides a +0 to Chemical and a +1 to Mechanical. But a +4 provides a +2 Chemical and +4 Mechanical. The max level is 5. There is also the Industrial Facility. This allows for multi people to take advantage of the Industrial Bay at once. And also provides a +1/2 level bonus to Structural. It requires a Large Size or larger ship and two bays instead of one.&lt;br /&gt;
** Price: Industrial Bay cost is $15,000 starting level. Triple the cost per level. Industrial Facility costs $250,000 starting level and Triple the cost per level.&lt;br /&gt;
* &#039;&#039;&#039;Engineering Bay&#039;&#039;&#039;: This bay acts like both a Electronics and Mechanical kits. And provides a +1 to both per level. An Engineering Facility can be used by multi people. And provides an extra +1 per level bonus to any repairs to the ship its in. The Facility requires a Medium ship or larger and takes up two bays instead of one. Both the Bay and Facility allow characters to actively make repairs or modifications on ships even during combat.&lt;br /&gt;
** Price: Engineering Bay costs $30,000 starting level. Triple the cost per level. Engineering Facility costs $500,000 staring. Triple cost per level.&lt;br /&gt;
* &#039;&#039;&#039;Astrometrics Bay&#039;&#039;&#039;: This provides a +1 per level to the ship&#039;s Sensor attribute. This also increases the range of the Sensors by double.&lt;br /&gt;
** Price: $5,000. Triple the cost per level.&lt;br /&gt;
* &#039;&#039;&#039;Refinery Bay&#039;&#039;&#039;: This allows the ship to take raw materials and break them down to base materials that can be used for all sorts of crafting. It can also reduce the size and weight of mine or salvaged material by 50% by breaking down the salvage to its base parts. A must have for a scavenger or mining vessel. This can also provide a cheap source of crafting materials. Breaking down the material takes time. 100 units per day by default. There are 2 levels of Refineries. And 2 sizes. Level 1 can refine up to 50% of the waste away. But level 2 can refine 90%. The size determines the amount of units. A Refinery Facility is larger. Requires a Large or larger ship size and two bays. However a Facility refines 1000 units per day. These refineries can refine most any material. Even weapons, garbage, rock, ice asteroid even gases extracted from a gas giant. &lt;br /&gt;
** Price: Bay Level 1: $30,000. Bay level 2: $150,000. Facility Level 1: $300,000. Facility Level 2: $1,500,000&lt;br /&gt;
* &#039;&#039;&#039;Docking Bay&#039;&#039;&#039;: Allows ships two sizes smaller then then the ship the Docking Bay is installed on. If the ship also has an Industrial or Engineering Bay/Facility the Docking Bay can facilitate repairs with bonuses from those bays. The docking bay has space for 1 ship 2 sizes smaller. So the Bay will have that many squares of space. More then one ship can enter the bay if the ships are small that there total squares taken up do not exceed the number of squares a ship two sizes smaller would occupy. Multi docking bays can be installed side by side to provide bonus squares. For each set of two bays there is an additional amount of space equal to 3 ship sizes smaller.&lt;br /&gt;
** Price: The price is based on the size of the ship. Small cost is: $10,000. The price is double per each size increment higher.&lt;br /&gt;
* &#039;&#039;&#039;Passenger Bay&#039;&#039;&#039;: This allows the ship to support additional passengers. Similar to Cargo Bays Passenger Bays bonus is based on the size of the ship. The amount of bonus Passengers is based on the total possible amount determined by the Hull Size table divided by the number of Bays the ship has which is also determined by size. For example a Large ship has 4 bays and can support an additional 12 members. 12/4 is 3. So each Passenger bay can provide space for 3 more people. Passenger Bays costs can very based on how fancy they may be and what size ship they are being installed on.&lt;br /&gt;
** Price: For a small ship the base cost is: $20,000. It is doubled per each size increment.&lt;br /&gt;
&lt;br /&gt;
== Ship Crafting ==&lt;br /&gt;
&lt;br /&gt;
Ships are considered Structures. They require the following crafting skills: Electrical, Mechanical, Structural&lt;br /&gt;
&lt;br /&gt;
Building a ship requires a Ship Yard. A Docking Bay can also be used to repair a ship if the ship/station its part of has a Industrial or Engineering bay as well. Ship Yards can also facilitate repairing a space ship but a space ship that has an Engineering Bay can also do that.&lt;br /&gt;
&lt;br /&gt;
The materials costs are based on the finishing price of the ship not including the hardpoints and bays unless you are also building those. &lt;br /&gt;
&lt;br /&gt;
The time is based on the size of the ship.&lt;br /&gt;
*Colossal: 36450 Days - Requires Super Heavy Ship Yard&lt;br /&gt;
*Gargantuan: 12150 Days - Requires Super Heavy Ship Yard&lt;br /&gt;
*Huge: 4050 Days - Requires Heavy Ship Yard&lt;br /&gt;
*Large: 1350 Days - Requires Heavy Ship Yard&lt;br /&gt;
*Medium: 450 Days&lt;br /&gt;
*Small: 150 Days&lt;br /&gt;
*Tiny: 50 Days&lt;br /&gt;
*Diminutive: 20 Days&lt;br /&gt;
*Fine: 10 Days&lt;br /&gt;
&lt;br /&gt;
Skilled laborers can be contracted to divide up the work. A Ship Yard can have as much as 50 people working on the same ship. Heavy 500 people. And Super Heavy 5,000 people. Cost may very based on the GM. But default suggestion would be $10,000 a day + completion bonus of 1/1000th the cost of the ship.&lt;/div&gt;</summary>
		<author><name>99.91.0.249</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Space_Ships&amp;diff=2548</id>
		<title>Space Ships</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Space_Ships&amp;diff=2548"/>
		<updated>2015-12-26T06:17:14Z</updated>

		<summary type="html">&lt;p&gt;99.91.0.249: /* Ship Quirks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
This page is for rules on Building, repairing, buying and selling of Space craft within the Future Path universe. For rules on combat in a Star ship go [[Combat#Space_Combat|here]]. For rules on piloting and exploration with space ships go [[Transportation|here]]&lt;br /&gt;
&lt;br /&gt;
== Space Craft Categories ==&lt;br /&gt;
&lt;br /&gt;
There are two distinctive aspects to space craft. Its Hull size and Hull configuration. The Hull the primary foundation too a Space Craft. All other aspects are derived from a crafts Hull. When building a ship or trying to price the ship out the price is first based on its size. Then its configuration (if it has one). Configurations determines what purpose the craft has and different hall configures can allow access to different things thus changing the price. Configuration may also determine the [[Wealth_and_Money#Procure_Difficulty|procure difficulty]]. &lt;br /&gt;
&lt;br /&gt;
=== Hull Sizes ===&lt;br /&gt;
&lt;br /&gt;
Below is a table of Hull sizes. All hulls must fit within these sizes. Sizes are here to represent the number of squares that a craft will take up in space. Much like a character taking up a 5ft square of personal space craft also have the same personal space except they are in 500ft blocks instead. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Sizes&lt;br /&gt;
! Size&lt;br /&gt;
! Size&amp;lt;br /&amp;gt; Modifiers&lt;br /&gt;
! Armor&amp;lt;br /&amp;gt; Bonus&lt;br /&gt;
! Weapon Size&amp;lt;br /&amp;gt;Hard Points&lt;br /&gt;
! Sq ft&lt;br /&gt;
! Num of Squares&lt;br /&gt;
! Base Price&lt;br /&gt;
! Support Life&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Colossal|| –8 || +6 || Huge / 10 || ~32,000+ ft || 64+ squares || 12 Million  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan|| –4 || +2 || Large / 10 || ~18,000+ ft || ~36 squares || 4 Million || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Huge|| –2 || +1 || Large / 8 || ~8,000+ ft || ~16 squares || 1.8 Million || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Large|| –1 || 0 || Medium / 8|| ~2,000+ ft || ~4 squares || 800,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Medium|| +0 || 0 || Medium / 6|| ~500+ ft || ~1 squares|| 200,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Small|| +1 || 0 || Small / 4 || ~250+ ft || 4 per sq || 50,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Tiny|| +2 || -1 || Small / 2|| ~125+ ft || 16 per sq || 20,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Diminutive|| +4 || -2 || N/A / 3 || ~75+ ft || 64 per sq || 10,000 || No*&lt;br /&gt;
|-&lt;br /&gt;
|Fine|| +8 || -6 || N/A / 2 || &amp;lt;75 ft || 256 per sq || 5,000 || No*&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;8&amp;quot; | *Emergency Craft/Escape Pods Only can support life and be this small.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Anything more then ~60,000 square feet, 18,000 meters in size is consider Super Colossal and can only be a ship with exceptions from the GM. It would be considered a station. Even if the station has the ability to move around in the universe of Future Path no craft of that magnitude could preform Faster Then Light travel using a system completely self contained. In order to travel fast distances a &#039;ship&#039; that size would have to be moved by an external source. Also attacking a ship or structure of that size would be considered as attacking a station and thus different modifiers apply.&lt;br /&gt;
&lt;br /&gt;
== Space Craft Attributes ==&lt;br /&gt;
&lt;br /&gt;
Hull Size determine points that are given to 6 Main Attributes These 6 Main Attributes are similar in nature to a Characters 6 Ability scores. However not every Attribute is a perfect pairing to a Character&#039;s ability score. Some stats are more like a skill. Players spend points on the 6 Main Stats similar to character creation alternative rules. Below is the 6 Attributes and a summary.&lt;br /&gt;
&lt;br /&gt;
There are also additional Statistics that will be reviewed below in the [[Space_Ships#Secondary_Ship_Statistics|Secondary Statistics]] section.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-right: 10px;&amp;quot;&lt;br /&gt;
|+Table: Tech Level Bonuses&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Tech Level&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 0 || -5&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 2 || +5&lt;br /&gt;
|-&lt;br /&gt;
| 3 || +10&lt;br /&gt;
|- &lt;br /&gt;
| 4 || +15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
; Engines:&lt;br /&gt;
: Like Strength. Engines are the heart of a ship. Engines can add bonuses to Combat Manoeuvres as well as certain Ship Feats.&lt;br /&gt;
; Mobility:&lt;br /&gt;
: Like Dexterity. Can add bonuses to AC, Initiative and bonus bonuses to Tactical Speed. &lt;br /&gt;
; Amour:&lt;br /&gt;
: Like Constitution. Can add bonuses to AC and extra Hit Die&lt;br /&gt;
; Electronics:&lt;br /&gt;
: Like Intelligence. Provides bonuses to Manoeuvres and ship functions that uses electronic upgrades.&lt;br /&gt;
; Sensors:&lt;br /&gt;
: Like Wisdom. (The Character skill Perception uses Wisdom). This provides bonuses to the ship sensors giving it better abilities to scan and find things in space.&lt;br /&gt;
; Communications:&lt;br /&gt;
: Like Charisma. Adds to a Characters Charisma bonus while attempting to communicate to other ships. Also enhances the range of communication systems and makes it hard to jam. &lt;br /&gt;
&lt;br /&gt;
All ships start with 15 points that a Player can spend on customizing the ship. More points can also be gained based on the Tech Level the Space Ship. Please review the chart too the right. &lt;br /&gt;
&lt;br /&gt;
Bonus points can also come from Characters who can provide bonuses based on there Craft skills. Each of the main 6 Attributes is associated with a kind of Craft skill. High enough in the associated craft skill can provide bonuses too that Main Stat. More on this in the Space Ship crafting section.&lt;br /&gt;
&lt;br /&gt;
Lastly additional points can be provided by Hull Configurations. Different configurations provide bonuses and special abilities that help make the ships stand apart from one another. Some of the bonuses come in the forum of additional points.&lt;br /&gt;
&lt;br /&gt;
=== Spending Points ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-right: 10px;&amp;quot;&lt;br /&gt;
|+Table: Ability Score Costs &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Score&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 7||–4&lt;br /&gt;
|-&lt;br /&gt;
| 8||–2&lt;br /&gt;
|-&lt;br /&gt;
| 9||–1&lt;br /&gt;
|-&lt;br /&gt;
| 10||0&lt;br /&gt;
|-&lt;br /&gt;
| 11||1&lt;br /&gt;
|-&lt;br /&gt;
| 12||2&lt;br /&gt;
|-&lt;br /&gt;
| 13||3&lt;br /&gt;
|-&lt;br /&gt;
| 14||5&lt;br /&gt;
|-&lt;br /&gt;
| 15||7&lt;br /&gt;
|-&lt;br /&gt;
| 16||10&lt;br /&gt;
|-&lt;br /&gt;
| 17||13&lt;br /&gt;
|-&lt;br /&gt;
| 18||17&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Just as in the alternative rules for Character Creation found [[Character_Creation_and_Advancement#Alternate_Ability_Score_Rules|here]]. The Player has to spend points on the 6 Main Stats that they want to see increased. The cost stacks. Meaning that if you want a +2 in Engines you have to pay for the +1 and +2 costs. So that it will cost a total of 3 points. For the Fine, Diminutive and Tiny sized crafts that start out at 9 instead of 10 simply shift the costs down one. So going from a 9 to a 10 will cost 1 point and 10 to 11 cost an additional 2 points and so on. &lt;br /&gt;
&lt;br /&gt;
;Example of spending points:&lt;br /&gt;
: You have a Tech 1 Medium sized Hull and you want to spend points on your Communications. That mean you have 15 points to spend. You also want better Mobility and Engines. So you put a +1 in Mobility and a +1 in Engines. Each will cost 1 point. However your main concern is Communications sense this is a ship for your Diplomat. You want to have +3 for Comms. This requires the 1 point for +1 and then another cost of 2 points for +2 and finally 3 points for the +3. You have to spend all 6 points to get the +3 bonus too Comms. In total you have spent 5 points and have 10 points left. You can keep going till you have spent all points.&lt;br /&gt;
&lt;br /&gt;
== Space Ship Default Statistics ==&lt;br /&gt;
&lt;br /&gt;
Each Hull Size has default values for the ship Statistics. Much like a Hero Base Class. Below is the default information below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Statistics&lt;br /&gt;
! Size&lt;br /&gt;
! AC&lt;br /&gt;
! Hit Die&lt;br /&gt;
! Shields&amp;lt;br /&amp;gt;Multiplier  &lt;br /&gt;
! Cargo Capacity&lt;br /&gt;
! Passenger&amp;lt;br /&amp;gt;Capacity&lt;br /&gt;
! Weight&lt;br /&gt;
! Cost&amp;lt;br /&amp;gt;Procure Diff&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Colossal || 8 || 30d12 || DR 15 / Mod 5 || 128,000 Units || 324  || 32,400 Tons || 36 Million / 4&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan || 8 || 24d10 || DR 10 / Mod 4 || 32,000 Units || 108 || 10,800 Tons || 12 Million / 3&lt;br /&gt;
|-&lt;br /&gt;
|Huge || 9 || 18d10 || DR 7 / Mod 4 || 8,000 Units || 36 || 3,600 Tons || 4 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
|Large || 9 || 16d8 || DR 5 / Mod 3 || 1,920 Units || 12 || 360 Tons || 320,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
|Medium || 10 || 12d8 || DR 4 / Mod 3 || 480 Units || 4 || 120 Tons || 160,000 / 0 &lt;br /&gt;
|-&lt;br /&gt;
|Small || 11 || 8d8 || DR 3 / Mod 2 || 70 Units || 2 || 40 Tons || 80,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Tiny || 11|| 6d6 || DR 2 / Mod 2 || 16 Units || 0 || 4 Tons || 32,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Diminutive || 12 || 4d6 || DR 2 / Mod 2 || 4 Units || 0 || 2 Tons || 16,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Fine || 12 || 2d6 || DR 2 / Mod 2|| 1 Unit || 0 || 1 Ton || 8,000 / 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The AC in the chart above is the total after the Size Modifier is applied. &lt;br /&gt;
&lt;br /&gt;
The Shield column has both the Damage Reduce provided by the base shields as well as the multiplier that is used with the ship&#039;s Shield Statistic. Learn more about ship Shields in the following section.  &lt;br /&gt;
&lt;br /&gt;
The Cargo Capacity is measured in Cargo Units. This is a generic way to loop both volume and weight into a single unit. This represents the maximum extra volume and weight a ship can carry. Each Unit is 100Lbs and 1x1x1ft square of volume. Going over this unit amount will cause the ship to be over burdened. Which will cut Tactical Speed in half as well as Transpiration speed. The maximum a ship can actually carry is twice the Unit amount. However that is if there are no passengers other then the necessary crew. As every spare room and all the hallways will filled with cargo containers. &lt;br /&gt;
&lt;br /&gt;
The prices in the above graph already include the procure difficulty. Procure Diff  and price can increase due to Hull Configurations and customizations.&lt;br /&gt;
&lt;br /&gt;
== Ship Statistics ==&lt;br /&gt;
&lt;br /&gt;
Besides the 6 Main Attributes ships have other Statistics as well. Just like a Character has stats that are effected by there ability scores these stats can be effected by the 6 Main Attributes. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Craft Statistics&#039;&#039;&#039;:&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Attack Damage Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| The Attack Damage Bonus effects the damage roles provided. It is equal to 1/2 the Engine Mod round down. It is added to the total damage of each weapon fired.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Combat Attack Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| This effects the ships ability to preform tactical manoeuvres and abilities. It is effected by the Engine Mod.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Combat Defence Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| This effects a ships chance of being effected by an enemies tactical manoeuvres or abilities. It is 10 + Engine Mod + Mobility Mod + Misc Mod&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Hit Die:&lt;br /&gt;
|-&lt;br /&gt;
| Hit Die and number of Hit Die are provided by the Hull Size of the craft. However Hull Configuration can change this as well. The ship also gets bonus Hit Dice based on the Armor Mod.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Initiative:&lt;br /&gt;
|-&lt;br /&gt;
| Initiative effects the order of combat as well as determining who goes first in a stand-off. The total is: (Mobility + Sensors) - Armor.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Shields:&lt;br /&gt;
|-&lt;br /&gt;
| Shields is a ships Damage Reduction. A ship doesn&#039;t have to have shields. Having shields usually causes negative effects along side the positive ones. Base shield damage reduction and its modifier are provided by a shields Hull Size and possibly its Configuration. However this can be further modified by the Electronics Mod. The new total is: Base Shield DR + Modifier * Electronic Mod. &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Targeting Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| This effects the Accuracy check for a ship to determine if its weapons are on target. This total is added to d20 accuracy check rolls. The total is: Mobility Mod + Sensors Mod&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Below are things that cannot be effected by the 6 Main Attributes. They are provided by default from Hull Size/Configuration. However some modifications done by Characters such as installing gadgets or upgrades that can change the below stats. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Misc Statistics&#039;&#039;&#039;:&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Cargo Capacity:&lt;br /&gt;
|-&lt;br /&gt;
| Provided by the Hull Size this attribute can be modified by the Hull Configuration as well as by the Players that may want to modify there ship to hold more. More unit space is provided by converting bays into cargo holds. Each bay adds 1/4 of the default cargo space of the Hull Size of the ship. So if the ship is a medium size hull then converting one of the bays would provided an additional 120Units of space.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Cost/Procure Diff:&lt;br /&gt;
|-&lt;br /&gt;
| This is the cost of and procure diff of the ship. It is always nice to record what you paid for the ship. Or what your appraisal of the ship might be. The GM might tell the Players what the ship is worth if they find it. However the GM might not. The Characters may have to roll checks to appraise the ship.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Crew:&lt;br /&gt;
|-&lt;br /&gt;
| This is a place to record who is the crew of the ship and what there bonuses are. If one of the crew takes over piloting for example you can look here to find there pilot bonus so you do not have to re-write it.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Dimensions/Weight:&lt;br /&gt;
|-&lt;br /&gt;
| Simply a place to record its size. The only requirement here is that you record the Squares that the ship officially occupies which is based on size. However specific dimensions of the ship so that players can get a sense of the ships look and feel is always a nice touch of detail! &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Passenger Capacity:&lt;br /&gt;
|-&lt;br /&gt;
| Ships can carry crew and passengers. This capacity refers to the total number of people that require life support on board the ship. However passenger count is not the same as the required amount of crew members to manage a ship. Ships can run on a surprisingly small number of crew members due to advanced automation technology. It makes no sense to carry more &#039;meat bags&#039; that could die at any moment into the harassed place in the universe. In order to carry more then the average necessary crew of 8 (only applies for ships that have a higher passenger count then 8) a ship needs Passenger Bays installed. If all available bays are installed then the maximum amount passenger capacity is reached + the crew. This is dictated by the Hull Size. &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Pilot Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| This is the Mobility Bonus of the ship plus the Pilot Dex Mod if applicable. &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Pilot Dex Mod:&lt;br /&gt;
|-&lt;br /&gt;
| This is the Dex Mod of the Pilot. This only is applied if the Pilot has the [[Pilot|Pilot]] skill. &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Name:&lt;br /&gt;
|-&lt;br /&gt;
| Of course a ship has to have a name! &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Summary Design Specs:&lt;br /&gt;
|-&lt;br /&gt;
| A summary including Hull Size/Configuration/Quarks and other interesting tid pits of info. Such as history of the ship and what not. This is a nice place to add detail and &#039;character&#039; to the ship. Kinda like giving a character a backstory this is where one would record such things.  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Hull Configurations ==&lt;br /&gt;
&lt;br /&gt;
Below is a table with common Hull configurations of the Future Path Universe. Further below is more detailed description of the crafts. Different configurations supply different bonuses to help to stylise the Space Craft. Below the table is a more detailed list of the Hull configurations and there bonuses.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Configurations&lt;br /&gt;
! Configuration&lt;br /&gt;
! Avg. Size &lt;br /&gt;
! Avg. Price&amp;lt;br /&amp;gt;Procure Diff&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Barges || Medium || 250,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Battle Cruisers || Large || 400 Million / 3&lt;br /&gt;
|- &lt;br /&gt;
| Battle Ships || Huge || 800 Million / 4&lt;br /&gt;
|-&lt;br /&gt;
| Capital || Colossal || 20 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Carriers || Gargantuan || 8 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Cruisers* || Medium || 20 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Drones* || Diminutive || 10,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Destroyers || Medium || 25 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Dreadnoughts || Gargantuan || 2 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Fighters || Small || 500,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
| Frigates || Medium || 2 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Freighters || Huge || 4 Million / 1&lt;br /&gt;
|-&lt;br /&gt;
| Industrial || Large || 1 Million / 0&lt;br /&gt;
|-&lt;br /&gt;
| Shuttles || Small || 50,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;3&amp;quot; | *Prices vary wilding depending on application. The name doesn’t &amp;lt;br \&amp;gt;necessary imply military application and vice-a-verses.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Barges:&lt;br /&gt;
: The &#039;pack mule&#039; of the galaxy. The barge is the most common cargo transport ship in existence. Many different corporations create different configurations from hauling every day goods, to people, to extremely volatile substances. Many young adventures found themselves starting out in some capacity aboard a barge. Not the most heroic place to start out with but there is sort of a romantic underdog appeal to the barge. This is probably helped by the fact that they can be found in every corner of the galaxy making them a dime a dozen and the Hull is pretty customizable. Which attracts all sorts of different types of people. Many of a raider or pirate uses a heavily modified Barge Hull to be a weapon against other ships of its like in lawless space.&lt;br /&gt;
:*Dis-Advantages: -2 to Mobility, -3 Hard Points&lt;br /&gt;
:*Advantages: +2 Bays (Both are forcefully converted into Cargo Holds) as a 240Units of Cargo Space, Super Common Bonus -1 to Procure Diff and 50% less time/cost to repair&lt;br /&gt;
&lt;br /&gt;
;Battle Cruisers:&lt;br /&gt;
: A standard in most military fleets these larger, heaver counter parts to the Cruiser are powerful heavy hitting machines of death. While BattleShips dominate the heavens with impressive presence of power. The BattleCruiser is what gives a military its flexibility. Smaller and generally faster most militaries use these ships as a counter for smaller ships and a less expensive solution to dealing with small scale pirates and bandits.  &lt;br /&gt;
:*Dis-Advantages: Cargo Capacity is 480Units, Passenger Cap is 8, -5 Attribute Points&lt;br /&gt;
:*Advantages: +2 Electronics, +2 Mobility, +1 Non-Weapon Hard Point&lt;br /&gt;
&lt;br /&gt;
;Battle Ships:&lt;br /&gt;
: These terrifying ships are massive war machines and are usually the backbone of militaries. These machines can be used to fight other BattleShips while also grouping up to take on larger objects. Considered necessary for any large scale conflict in space these expensive massive machines are a must have.&lt;br /&gt;
:*Dis-Advantages: Cargo Capacity is 1,920Units, Passenger Cap is 12, -5 Attribute Points&lt;br /&gt;
:*Advantages: +2 Engines, +2 Armor, All weapons gain the &#039;Barrage&#039; mode for free.&lt;br /&gt;
&lt;br /&gt;
;Capital:&lt;br /&gt;
: So massive they are sometimes mistaken for stations these epic craft seam to defy logic as they effortlessly float in the heavens. Any military or civilization attempting to prove itself to others may build these behemoths. Usually Capital ships are not used to fight directly in combat but as a base of operations and control. Thus some consider them nothing more the propaganda and an expensive fear machines. Most Capital ships are used as Command ships or Super Carries not for ships but for soldiers. They are excellent solution to the mass logistic problems of larger militaries. &lt;br /&gt;
:*Dis-Advantages: -5 Attribute Points, -4 Mobility, -3 Hard Points&lt;br /&gt;
:*Advantage: +4 Bays, +2 Sensors, +2 Communications, +2 Electronics&lt;br /&gt;
&lt;br /&gt;
;Carriers:&lt;br /&gt;
: Carriers are the main ship that makes a large fleet mobile. It can also provide flexibility in combat as it can deploy an array of different types of ships and drones. Most Carriers are designed to hold and maintain smaller ships. But some are designed for troop deployment to stations and planets. There are also Super Carriers which are Capital class Carriers that are able to old larger size or simply more ships/people. In some cases doubling as a Command Ship.&lt;br /&gt;
:*Dis-Advantages: -5 Attribute Points, -2 Mobility, -5 Hard Points&lt;br /&gt;
:*Advantages: +6 Bays, +2 Sensors, +2 Electronics, Built is Repair Bay for Large ships or smaller.&lt;br /&gt;
:*Misc: Can carry, deploy, repair ships of Large size or smaller. &lt;br /&gt;
&lt;br /&gt;
;Cruisers:&lt;br /&gt;
: A smaller light weight version of the Battle Cruiser. However the purpose is the same. They are flexible combat vessels. Common in both Military and police forces and is usually seen as the first response to aggressive outlaws. Considered by police forces as there solution to deal with the more deadly pirates, gangs, and other criminal organizations. The military however sees these as inexpensive portal/recon/scientific/experimental craft. &lt;br /&gt;
:*Dis-Advantages: -2 Attribute Points&lt;br /&gt;
:*Advantages: +1 Hard Point, +2 Mobility&lt;br /&gt;
&lt;br /&gt;
: There is also non-military applications for hulls similar to cruisers. Everything from personal transportation of a VIP to a luxury liner. The rich would much rather distance themselves from a fancy customizes barge for there travels. After all anybody can afford one of those. Demilitarized older model cruisers are often sold by militaries to other governments or people as for a verity of different reasons. And sometimes you may find that they are not so de-fanged as they are meant to be. &lt;br /&gt;
:*Dis-Advantages: -2 Armor&lt;br /&gt;
:*Advantages: -4 Hard Points, +2 Mobility&lt;br /&gt;
&lt;br /&gt;
;Drones:&lt;br /&gt;
: Drones come in all shapes, sizes and uses. From military to personal hobbyist these machines all have one thing in common. Some sort of A.I. and a connection to a central controller or computer system. The military has a wide range of uses from complementing a ships systems to being part of a Carrier fleet that can send swarms of drones down upon an enemy in coordinated attacks. However many people have drones for personal use. It also helps that drones with self defense A.I. is usually not illegal in most of the Ring and thus many people use them as a way to help deter outlaws.&lt;br /&gt;
:*Dis-Advantages: -1 across all Attributes.&lt;br /&gt;
:*Misc: Drone AI Module installed. Can be easily controlled by an AI system can can be deployed in masses to attack or defend. Swarm bonuses apply when 4 or more are part of a team. Swarm adds AC advantages against projectile attacks.&lt;br /&gt;
&lt;br /&gt;
;Destroyers:&lt;br /&gt;
: These ships where meant to ask the question: &amp;quot;How much fire power can one medium ship truly have?&amp;quot;. While similar sizes and speeds to a Cruiser these ships are rarely seen used by anybody except the military. They are designed to back a massive bunch for there size. Made a cheap considering there fire power and have a minimalist crew. Squads of these craft are usually used to compliment attack fleets that target other Medium to Huge sized craft. These Destroyers go toe to toe with the best Battle Cruisers and Battle Ships. The idea being that the Destroyer will be specifically fitted for its target ship and if a few ships die in the process this is nothing compared to loosing a bigger ship that has more people and cost more money.&lt;br /&gt;
:*Dis-Advantages: Illegal to own even though it is a Medium sized craft, -2 Attribute Points&lt;br /&gt;
:*Advantages: +2 Hard Points, All weapons are considered &#039;Gimbaled&#039; for free. &lt;br /&gt;
&lt;br /&gt;
;Dreadnoughts:&lt;br /&gt;
: Dreadnoughts have an interesting history. It is believed the precursors to the Dreadnought was a super heavy battle ship designed as a &amp;quot;Station buster&amp;quot;. Stations had ever defenses and could take a long time to bring down by a fleet of Battle Ships. So to minimize the amount of forces committed to a single attack a large ship was designed. However shortly after stations just got bigger defenses. In order to find a use for these super powerful focused weapons it is believed these ships where then used to hit targets on planets and moons. The terror of seeing massive scale death raining down from the sky put fear into people who named the ships Dreadnoughts. &lt;br /&gt;
: Dreadnoughts have evolved over time to include taking out of Dreadnoughts as well Carriers and Capital ships. The more powerful weaponry at the time for taking out these ships was explosive forces from Nuclear or anti-mater which made radial explosions that where discriminatory of who it effected. Dreadnoughts where the first mobile forum of focus weaponry which had the counter intuitive effect of bring these larger scale ships into every day combat. It did this because these larger ships where simply dying at larger and larger ranges where they own effectiveness was computerized but now they can be brought into the heat of battle where they would be most effect without worrying about its destruction also leading to everyone else’s destruction. &lt;br /&gt;
:*Dis-Advantages: -2 Mobility, -5 Ability Points, -2 Hard Points&lt;br /&gt;
:*Advantages: Can mount a single Gigantic sized weapon without taking up any hard points. This Gigantic weapon has double the base range and a +2 Moderate Advantage to hit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Fighters:&lt;br /&gt;
: Similar to combat aircraft of the modern world these machines fly through space instead of the atmosphere. Some can do both however. Although they are usually only effect in one or the other. Usually only a single pilot supported by advanced A.I. these craft carry massive punch. Similar design philosophy to that of the Destroyer Hull configuration except at a smaller scale these craft where uses almost like cannon fatter by most militaries as a way to swarm any ships and use precision targeting or advance electronics to disable and in some cases destroy the bigger target. &lt;br /&gt;
:*Dis-Advantages: -2 Armor, Passenger Cap is 1&lt;br /&gt;
:*Advantages: +2 Mobility&lt;br /&gt;
&lt;br /&gt;
;Frigates:&lt;br /&gt;
: A common craft in the Ring this space ship is normally used only for military purposes. But it is also the common police craft as well as what is normally used by VIPs transportation if they are not rich enough to afford a Cruiser. Just like the Cruisers you will find them being sold everywhere. &lt;br /&gt;
:*Dis-Advantages: -1 to Sensors&lt;br /&gt;
:*Advantages: This super common craft is use for just about everything and thus 50% less cost/time spent on repairs. +1 Attribute Point&lt;br /&gt;
&lt;br /&gt;
;Freighters:&lt;br /&gt;
: When a Barge cannot do the trick Freighters take over. These are the industrial scale cargo transportation ships. Although some have been converted into other things such as massive traveling carnivals. Just like barges these can be converted to transport just about everything. &lt;br /&gt;
:*Dis-Advantages: -4 Mobility, -4 Hard Points&lt;br /&gt;
:*Advantages: All converted Cargo Bays provide double the space. +6 Cargo Bays which adds an additional 20,000 Units of space for a total of 28,000 Units if no other bays converted.&lt;br /&gt;
&lt;br /&gt;
;Industrial:&lt;br /&gt;
: Factory in a can. These ships of varies sizes are the backbone of non planetary or moon based industry. This usually means mining and refining of asteroids but it is not always limited to that. These are must have for new settlers to a solar system that are hopping to there new homes resources to start a new colony or terraform a planet. &lt;br /&gt;
:*Dis-Advantages: -2 Mobility, -2 Hard Points&lt;br /&gt;
:*Advantages: The Ship has a free Industrial Bay of the largest size that the Hull configuration can hold. The Industrial Bay provides a +2 bonus with the correctly skill person.&lt;br /&gt;
&lt;br /&gt;
;Shuttles:&lt;br /&gt;
: Personal transport vehicles. The more versatile the more expensive. The basic kinds can only fairy from station to station. And can only accommodate say two passengers. But the more advanced you get the more people it can carry further and further distances to more and more different places. Such as planets, move around as a planet side craft, or even go under oceans.&lt;br /&gt;
:*Dis-Advantages: -2 Armor, -2 Engines, -2 Electronics, -2 Hard Points&lt;br /&gt;
:*Advantages: +4 Mobility, +2 Communications, Pilot doesn&#039;t need the Pilot skill to provide Dex bonus, +2 Passengers&lt;br /&gt;
&lt;br /&gt;
== Space Ship HardPoints and Bays ==&lt;br /&gt;
&lt;br /&gt;
A space ships hardpoints are its external mounting points where weapons and other external upgrades go. Where as a ships Bays are its internal upgrades. The amount of Hard Points and Bays are determined by the Hull Size. However Hull Configuration and how points are spent on the Ships 6 attributes may also effect these numbers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Space Craft Hard Points and Bays&lt;br /&gt;
! Size&lt;br /&gt;
! Weapon Size&lt;br /&gt;
! Hard Points&lt;br /&gt;
! Number of Bays&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Colossal|| Gigantic || 10 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan|| Large || 10 || 8 &lt;br /&gt;
|-&lt;br /&gt;
|Huge|| Large || 8 || 6  &lt;br /&gt;
|-&lt;br /&gt;
|Large|| Medium || 8 || 4 &lt;br /&gt;
|-&lt;br /&gt;
|Medium|| Medium || 6 || 2&lt;br /&gt;
|-&lt;br /&gt;
|Small|| Small || 4 || 1&lt;br /&gt;
|-&lt;br /&gt;
|Tiny|| Small || 2 || 0 &lt;br /&gt;
|-&lt;br /&gt;
|Diminutive* || N/A || 3 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Fine* || N/A || 2 || 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;3&amp;quot; | *These ships use &#039;normal&#039; sized weapons noted in the [[Weapons|Weapons Section]]&lt;br /&gt;
|}&lt;br /&gt;
=== Hard Points ===&lt;br /&gt;
&lt;br /&gt;
Hard Points are communally referred to as the locations that weapons are deployed. However they can also mount a number of other external devices. Such as a Jamming Array, Grappler, Extended Sensor Array, Target Enhancers, Target Jammers etc... More information on Ship Weapons can be found in the [[Space_Ships#Ship_Weapons|Ship Weapons]] section. The number of hard points as well as the size of the weapon the hard point can support is shown on the chart too the right.&lt;br /&gt;
&lt;br /&gt;
=== Bays ===&lt;br /&gt;
&lt;br /&gt;
Bays are empty spaces within the hull of the ship that can be customized for certain uses. A Bay can be converted into facilities for example: Science Bay or Medical Bay. The facilities add additional services that the ship can provide to its crew.. given that someone has the necessary skills to operate them. Bays are sometimes required for certain upgrades. Theses upgrades use the space to store additional power supplies, relays, conduits, access ports and other components necessary to support the Upgrade. More information on Ship Bays in the [[Space_Ships#Ship_Bays|Ship Bays]] section below.&lt;br /&gt;
&lt;br /&gt;
== Space Ship Abilities and Upgrades==&lt;br /&gt;
&lt;br /&gt;
Ships can have modifications installed in the form of System Upgrades. Ever Statistic of a ship from the 6 main Stats to all Secondary Stats can have System Upgrade installed. These can be installed by a Character with the correct Craft skill or simply paid for. A list of System Upgrades can be found in the Wealth and Equipment section.&lt;br /&gt;
&lt;br /&gt;
Ships can also have modifications outside of upgrading key systems. But instead add new Abilities to a craft. Usually this upgrade depends on at least one of the 6 Main Stats or the bonus from Combat Maneuver Attack Bonus. A detailed list of Space Ship Abilities can be found in the Space Ship Combat section [[Combat#Space_Combat|here]].&lt;br /&gt;
&lt;br /&gt;
== Ship Quirks ==&lt;br /&gt;
&lt;br /&gt;
Ship&#039;s can have Quirks about them. Similar in nature to a Character [[Difficulties|difficultly/trait]] ships can have Quirks/defects that can add more personality uniqueness to ones ship. Any adventure is going to get some scars and bumps along the way and his ship is no different. Ships are expensive and you don&#039;t want to just replace it the moment it cracks its first Quantum coolant tank. Over time the ship is going to start to gain its own personality in the eyes of its crew. &lt;br /&gt;
&lt;br /&gt;
Here are some &#039;Quirks&#039; or &#039;defects&#039; that ships can gain over time. They can be &#039;earned&#039; or given by the GM. Players with the right skills and equipment can over time remove most defects and quirks if they want. Although some can be made permanent if GM wishes it.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Out Dated&#039;&#039;&#039;:&lt;br /&gt;
* Description: This ship is old and antiquated. Most people will find that its only worthy of a scrap yard. Or perhaps a museum. The ship is more likely to gain other quirks. A ship with this quirk gets to pick another quirk and ignore its negative. The quirks are permanent.&lt;br /&gt;
* Negative: It costs 25% less to buy and you get 50% less if you attempt to sell it.&lt;br /&gt;
* Positive: Choose another quirk and ignore its negative effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039; Cranky &#039;&#039;&#039;:&lt;br /&gt;
* Description: This ships engines and internal components require some encouraging from time to time. A good bang here or smack there to get it to start functioning correctly. &lt;br /&gt;
* Negative: When getting massive damage or receiving a crit on the ship the there is a 50% chance a component may start to malfunction requiring a crew member to waste a turn finding and banging the part back into shape.&lt;br /&gt;
* Positive: Instead of repairing an item over possibly multi turns a crew member can act even without the appropriate skills to quickly repair a single broken part of the ship once per day by simply hitting it really hard.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039; Falling Apart &#039;&#039;&#039;:&lt;br /&gt;
* Description:  Weather by age or by miss care this ship is falling apart. Sure it runs but for how long? It also looks like it pile of junk. Characters will be constantly on the look out for the next broken component. &lt;br /&gt;
* Negative: 25% reduction of resale value. Every day of travel the ship has a small chance of having something break. A dice is rolled and either a 50/50 coin toss or a 100% check where a player guess high or low. If the player losses the coin toss or guess then there is a broken component. Another % dice is rolled to determine the issue. Most are not serious.&lt;br /&gt;
&lt;br /&gt;
;1-10%: Super superficialis problem. The ship is just a little more bumpy/noisy then normal.&lt;br /&gt;
;11-20%: A minor problem with the engines. -1 to the engines until they are repaired.&lt;br /&gt;
;21-30%: A minor problem with the crafts Mobility. -1 to Mobility until repaired.&lt;br /&gt;
;31-40%: A minor problem with the Amour. Some noticeable cracks form. Temporary -1 Hit die until repaired&lt;br /&gt;
;41-50%: A minor problem with the Electronics. -1 to Electronics. On top of it the lights flicker and sometimes waste management doesn&#039;t work! Eks!&lt;br /&gt;
;51-60%: A minor problem with the Sensors. -1 to Sensors. Or sensor blimps show up often with things that are actually not there. GM choice.&lt;br /&gt;
;61-70%: A minor problem with communications. -1 to Communications. Or random calls from unknown sources show up. Or calls end when they shouldn&#039;t. GM Choice.&lt;br /&gt;
;71-80%: A random minor problem with one of the bays of the ship. (Get a die equal too the number of bays and roll for which bay, or GM Choice). The Bay is disabled until repaired.&lt;br /&gt;
;91-100%: Re-roll except its a major problem instead of minor. (If 90-100 simply re-roll until you land on a % that is not.)&lt;br /&gt;
&lt;br /&gt;
If the problem is a minor one it requires no materials and 1 work day of no FTL to repair. If the problem is a major one it will require materials to repair if there is no Engineering Bay the ship will require a facility for assistance to get the repair done.&lt;br /&gt;
&lt;br /&gt;
== Ship Positions ==&lt;br /&gt;
&lt;br /&gt;
There are 3 main positions that can directly effect a ship. Small size or smaller ships can combine these positions without taking penalties. However larger ships require the positions to be filled by a dedicated person or take a Moderate -2 per extra position a single Character is fulfilling. &lt;br /&gt;
&lt;br /&gt;
The 3 main positions are:&lt;br /&gt;
* &#039;&#039;&#039;Helm&#039;&#039;&#039;: Supplies the Pilot bonus&lt;br /&gt;
* &#039;&#039;&#039;Weapons&#039;&#039;&#039;: Supplies a bonus to accuracy checks&lt;br /&gt;
* &#039;&#039;&#039;Communications&#039;&#039;&#039;: Supplies that characters CHA mod as a bonus to communications and to jamming or counter jamming. &lt;br /&gt;
&lt;br /&gt;
There are also 4 other positions that are note worthy.&lt;br /&gt;
* &#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Engineer&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Science&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Medical&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Captain&#039;&#039;&#039; can use the Leadership feat to provide bonuses to the people in different positions on the ship. The &#039;&#039;&#039;Captain&#039;&#039;&#039; can use there CHA Mod instead of the Comms officer if they are the one doing 100% of the talking.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Engineer&#039;&#039;&#039; does not effect the stats of the ship. However they can help to repair the ship even while in combat if the ship has an Engineer station or facility. A ship can also provide information and tools at the ready for an Engineer to help repair the ship giving the Engineer bonuses to repair.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Science&#039;&#039;&#039; officer can be anyone that wants to preform science related skills on the ship using a ship provided science station or facility. Not all ships come with a Science station or facility. They are upgrades that can be installed. A person using this station can gain bonuses.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Medical&#039;&#039;&#039; officer just like the Science officer requires a Medical facility. Anyone using the Medical facility with the necessary skills can gain bonuses. &lt;br /&gt;
&lt;br /&gt;
More positions can be made up by the GM for the purpose to storytelling and game play. As long as those roles are clear and the Players are aware of them before gaming.&lt;br /&gt;
&lt;br /&gt;
== Ship Weapons ==&lt;br /&gt;
&lt;br /&gt;
There is 4 main weapon sizes. Small, Medium, Large, Gigantic. To the right is a table showing ship size and the relative sized weapon that ship can be fitted with as well as the default number of hard points.&lt;br /&gt;
&lt;br /&gt;
Below is the weapons sizes. Size is relative. To the average person these weapons must be massive. However to a ship they are Small to Gigantic just like the weapons sizes specified in the [[Weapons#Weapon_Levels|Weapons Levels]] section. There are also Weapon Types. Projectile, Laser, Plasma,  and Missile.&lt;br /&gt;
&lt;br /&gt;
The Weapon Size provides the number of damage die (Although not the die type) as well as the base range.&lt;br /&gt;
&lt;br /&gt;
The weapon Type provides the damage die type as well as the range increment penalty.&lt;br /&gt;
&lt;br /&gt;
Weapons can also have Amo types which can add or take away bonuses. However amo rules are the same for ships as they are for normal weapons. Too review rules for amo usage go [[Weapons#Ammunition|here]].&lt;br /&gt;
&lt;br /&gt;
Weapons can also have Special Features that increase the price and Procure diff.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:left; margin-right: 10px; text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Weapons Sizes&lt;br /&gt;
! Size&lt;br /&gt;
! Damage Die&amp;lt;br /&amp;gt;Number&lt;br /&gt;
! Minimum Range&lt;br /&gt;
|-&lt;br /&gt;
| Small || 3dX || 3,000ft/6 Squares&lt;br /&gt;
|-&lt;br /&gt;
| Medium || 6dX || 9,000/18 Squares&lt;br /&gt;
|-&lt;br /&gt;
| Large || 9dX || 27,0000/54 Squares&lt;br /&gt;
|-&lt;br /&gt;
| Gigantic || 12dX || 81,000/162 Squares&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:left; margin-right: 10px;&amp;quot;&lt;br /&gt;
|+ Space Craft Weapon Types&lt;br /&gt;
! Type&lt;br /&gt;
! Die Type&lt;br /&gt;
! Range Penalty&amp;lt;br /&amp;gt;Accuracy / Damage&lt;br /&gt;
|-&lt;br /&gt;
| Projectile || d4 || -1 / 0&lt;br /&gt;
|- &lt;br /&gt;
| Laser || d8 || -2 / -1&lt;br /&gt;
|-&lt;br /&gt;
| Plasma || d10 || -4 / -2&lt;br /&gt;
|-&lt;br /&gt;
| Missile || d6 || Amo Dependent&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-right: 10px; text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Weapon Costs&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Types&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Small&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Medium&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Large&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Gigantic&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Projectile&lt;br /&gt;
| $1,000&lt;br /&gt;
| $10,000&lt;br /&gt;
| $100,000&lt;br /&gt;
| $1,000,000&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Laser&lt;br /&gt;
| $2,500&lt;br /&gt;
| $25,000&lt;br /&gt;
| $250,000&lt;br /&gt;
| $2,500,000&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Plasma&lt;br /&gt;
| $5,000&lt;br /&gt;
| $50,000&lt;br /&gt;
| $500,000&lt;br /&gt;
| $5,000,000&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Missile&lt;br /&gt;
| $2,000&lt;br /&gt;
| $20,000&lt;br /&gt;
| $200,000&lt;br /&gt;
| $2,000,000&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Special Features ====&lt;br /&gt;
&lt;br /&gt;
Below is a list of Special Features for Ship Weapons. A weapon can only have one Special Feature. The Special Feature doubles the cost of the weapon and adds the Procure Diff up by 1.&lt;br /&gt;
&lt;br /&gt;
* Burst Fire:&lt;br /&gt;
: This decreases accuracy by -4 but adds a +1 to all dice role. The weapon cannot use this Special Feature again for 1d6 turns.&lt;br /&gt;
* Barrage Mode:&lt;br /&gt;
: This increases accuracy by +4 but reduces the hit die by one level. This is a mode that can be turned on or off as a Free Action&lt;br /&gt;
* Fully Unload:&lt;br /&gt;
: This adds a +1 to all dice role however makes the weapon useless for 1 round. Also the weapon cannot use this Special Feature again for 1d6 turns. &lt;br /&gt;
* Suppressive Fire:&lt;br /&gt;
: This makes the weapon fire an unlimited amount of Attack of Opportunities to enemy targets with a Moderate +2 accuracy bonus. However this requires a Full Round action to setup during at which the weapon cannot be fired.&lt;br /&gt;
* Gimbal:&lt;br /&gt;
: Allows for better target tracking. +1 to Accuracy. This weapon cannot have other Special Features unless it is Master Crafted.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Lastly the ship&#039;s weapon can be further improved by a Tech Point or having it be Master Crafted. Master Crafting can allow up to 5 levels of master worked. Each level can provide a +1 too Accuracy, bonus 500ft range increment, +1 bonus damage or lastly adds another Special Feature. Each extra point doubles the cost. Making some weapons very expensive.&lt;br /&gt;
&lt;br /&gt;
=== Amo ===&lt;br /&gt;
&lt;br /&gt;
Amo adds an extra layer of customization too what your ships weapons can do. Amo can change your damage die, provide damage bonuses, range bonus, and change the damage type. By default Projectile, Missile weapons are Kinetic Damage types while Laser and Plasma are Thermal damage types. However this can change. Any different damage type from the default increases the price of the Amo by 50%. Any other bonuses provided increase the price by doubling it. If the bonus is increased say from +1 Damage Die to +2 the base price is quadrupled. The maximum bonus amo can provide is +5. Also anything above +1 and the procure diff starts to go up. Each level after +1 adds to the difficulty and rareness that the Characters would be able to acquire such amo even if they had the money. &lt;br /&gt;
&lt;br /&gt;
Crafting amo beyond the default weapon type requires a crafting rank of +2 or higher. Adding additional bonuses to damage die requires +3 for +1 damage. And +4 for +2 damage and so on.&lt;br /&gt;
&lt;br /&gt;
Below is a chart of the base prices for Amo based on there size and weapon type. This is for 100 rounds. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-right: 10px; text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Weapons Speeds&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Types&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Small&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Medium&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Large&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Gigantic&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Projectile&lt;br /&gt;
| $100&lt;br /&gt;
| $1,000&lt;br /&gt;
| $10,000&lt;br /&gt;
| $100,000&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Laser&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Plasma&lt;br /&gt;
| $15,000&lt;br /&gt;
| $150,000&lt;br /&gt;
| $15,000,000&lt;br /&gt;
| $1,500,000,000&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Missile&lt;br /&gt;
| $1,000&lt;br /&gt;
| $15,000&lt;br /&gt;
| $250,000&lt;br /&gt;
| $10,000,000&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Ship Bays ==&lt;br /&gt;
&lt;br /&gt;
Below is a list of Ship Bays accompanied by there description and cost. When applicable all bays can only be used by a single character at a time unless specified other wise.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Cargo Bay&#039;&#039;&#039;: This is simply a space carved out within the ship to store stuff. Most any stuff can be stored in a cargo bay. Cargo Bays can be specially fitted to handle dangerous material. These bays are more expensive and rare. The amount of stuff a Cargo Bay can hold is measured in Units. Explained in the [[Space_Ships#Space_Ship_Default_Statistics|Space Ship Default Statistics]] section. The amount of Unit space a Cargo Bay adds is determined by the size of the craft. It is an additional 1/4 the number of Units the size of the Craft can carry. There is no size limit or requirement for a Cargo Bay. &lt;br /&gt;
** Price: Base price for a cargo bay for a Small Sized Craft is $10,000. It is doubled each size increment higher.&lt;br /&gt;
* &#039;&#039;&#039;Science Bay&#039;&#039;&#039;: This bay can act as a Chemical Kit and Electronic Kit that provides +X to crafting these materials. The X is determined by the level of the Science Bay. There are 5 levels of Science Bay. For example if the Bay is a level 2 then its +2 for both. This Bay also may be a requirement for certain types of upgrades on the ship. The level determines the cost.&lt;br /&gt;
** Price: Level 1 Science Bay costs $15,000. Each level higher triples the price.&lt;br /&gt;
* &#039;&#039;&#039;Medical Bay&#039;&#039;&#039;: This bay is considered to have a Medical Kit and Surgical Kit/Unit. This enabled A person with the [[Treat_Injury|Treat Injury]] skill to be able to preform all available types of treatment the Skill can offer from Surgery to Treat Poison and even Long-Term Care. This provides a +2 bonus too these actions. However a Medical Facility is an upgraded larger version of the Medical Bay. It can treat multi patients instead of one at a time and provides a +4 to the Treat Injury skill. Also the Medical Facility can also double as a Chemistry Kit for the purposes of crafting. Medical Facility requires a Large ship or bigger and two bays instead of one.&lt;br /&gt;
** Price: Medical Bay cost is: $25,000. Medical Facility costs: $500,000&lt;br /&gt;
* &#039;&#039;&#039;Industrial Bay&#039;&#039;&#039;: This Bay can act like both a Chemical and a Mechanical Kit. It provides a 1/2 Level bonus to Chemical crafting and a per level bonus to Mechanical. For example a Level 1 Industrial Bay provides a +0 to Chemical and a +1 to Mechanical. But a +4 provides a +2 Chemical and +4 Mechanical. The max level is 5. There is also the Industrial Facility. This allows for multi people to take advantage of the Industrial Bay at once. And also provides a +1/2 level bonus to Structural. It requires a Large Size or larger ship and two bays instead of one.&lt;br /&gt;
** Price: Industrial Bay cost is $15,000 starting level. Triple the cost per level. Industrial Facility costs $250,000 starting level and Triple the cost per level.&lt;br /&gt;
* &#039;&#039;&#039;Engineering Bay&#039;&#039;&#039;: This bay acts like both a Electronics and Mechanical kits. And provides a +1 to both per level. An Engineering Facility can be used by multi people. And provides an extra +1 per level bonus to any repairs to the ship its in. The Facility requires a Medium ship or larger and takes up two bays instead of one. Both the Bay and Facility allow characters to actively make repairs or modifications on ships even during combat.&lt;br /&gt;
** Price: Engineering Bay costs $30,000 starting level. Triple the cost per level. Engineering Facility costs $500,000 staring. Triple cost per level.&lt;br /&gt;
* &#039;&#039;&#039;Astrometrics Bay&#039;&#039;&#039;: This provides a +1 per level to the ship&#039;s Sensor attribute. This also increases the range of the Sensors by double.&lt;br /&gt;
** Price: $5,000. Triple the cost per level.&lt;br /&gt;
* &#039;&#039;&#039;Refinery Bay&#039;&#039;&#039;: This allows the ship to take raw materials and break them down to base materials that can be used for all sorts of crafting. It can also reduce the size and weight of mine or salvaged material by 50% by breaking down the salvage to its base parts. A must have for a scavenger or mining vessel. This can also provide a cheap source of crafting materials. Breaking down the material takes time. 100 units per day by default. There are 2 levels of Refineries. And 2 sizes. Level 1 can refine up to 50% of the waste away. But level 2 can refine 90%. The size determines the amount of units. A Refinery Facility is larger. Requires a Large or larger ship size and two bays. However a Facility refines 1000 units per day. These refineries can refine most any material. Even weapons, garbage, rock, ice asteroid even gases extracted from a gas giant. &lt;br /&gt;
** Price: Bay Level 1: $30,000. Bay level 2: $150,000. Facility Level 1: $300,000. Facility Level 2: $1,500,000&lt;br /&gt;
* &#039;&#039;&#039;Docking Bay&#039;&#039;&#039;: Allows ships two sizes smaller then then the ship the Docking Bay is installed on. If the ship also has an Industrial or Engineering Bay/Facility the Docking Bay can facilitate repairs with bonuses from those bays. The docking bay has space for 1 ship 2 sizes smaller. So the Bay will have that many squares of space. More then one ship can enter the bay if the ships are small that there total squares taken up do not exceed the number of squares a ship two sizes smaller would occupy. Multi docking bays can be installed side by side to provide bonus squares. For each set of two bays there is an additional amount of space equal to 3 ship sizes smaller.&lt;br /&gt;
** Price: The price is based on the size of the ship. Small cost is: $10,000. The price is double per each size increment higher.&lt;br /&gt;
* &#039;&#039;&#039;Passenger Bay&#039;&#039;&#039;: This allows the ship to support additional passengers. Similar to Cargo Bays Passenger Bays bonus is based on the size of the ship. The amount of bonus Passengers is based on the total possible amount determined by the Hull Size table divided by the number of Bays the ship has which is also determined by size. For example a Large ship has 4 bays and can support an additional 12 members. 12/4 is 3. So each Passenger bay can provide space for 3 more people. Passenger Bays costs can very based on how fancy they may be and what size ship they are being installed on.&lt;br /&gt;
** Price: For a small ship the base cost is: $20,000. It is doubled per each size increment.&lt;br /&gt;
&lt;br /&gt;
== Ship Crafting ==&lt;br /&gt;
&lt;br /&gt;
Ships are considered Structures. They require the following crafting skills: Electrical, Mechanical, Structural&lt;br /&gt;
&lt;br /&gt;
Building a ship requires a Ship Yard. A Docking Bay can also be used to repair a ship if the ship/station its part of has a Industrial or Engineering bay as well. Ship Yards can also facilitate repairing a space ship but a space ship that has an Engineering Bay can also do that.&lt;br /&gt;
&lt;br /&gt;
The materials costs are based on the finishing price of the ship not including the hardpoints and bays unless you are also building those. &lt;br /&gt;
&lt;br /&gt;
The time is based on the size of the ship.&lt;br /&gt;
*Colossal: 36450 Days - Requires Super Heavy Ship Yard&lt;br /&gt;
*Gargantuan: 12150 Days - Requires Super Heavy Ship Yard&lt;br /&gt;
*Huge: 4050 Days - Requires Heavy Ship Yard&lt;br /&gt;
*Large: 1350 Days - Requires Heavy Ship Yard&lt;br /&gt;
*Medium: 450 Days&lt;br /&gt;
*Small: 150 Days&lt;br /&gt;
*Tiny: 50 Days&lt;br /&gt;
*Diminutive: 20 Days&lt;br /&gt;
*Fine: 10 Days&lt;br /&gt;
&lt;br /&gt;
Skilled laborers can be contracted to divide up the work. A Ship Yard can have as much as 50 people working on the same ship. Heavy 500 people. And Super Heavy 5,000 people. Cost may very based on the GM. But default suggestion would be $10,000 a day + completion bonus of 1/1000th the cost of the ship.&lt;/div&gt;</summary>
		<author><name>99.91.0.249</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Space_Ships&amp;diff=2547</id>
		<title>Space Ships</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Space_Ships&amp;diff=2547"/>
		<updated>2015-12-26T05:43:11Z</updated>

		<summary type="html">&lt;p&gt;99.91.0.249: /* Ship Bays */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
This page is for rules on Building, repairing, buying and selling of Space craft within the Future Path universe. For rules on combat in a Star ship go [[Combat#Space_Combat|here]]. For rules on piloting and exploration with space ships go [[Transportation|here]]&lt;br /&gt;
&lt;br /&gt;
== Space Craft Categories ==&lt;br /&gt;
&lt;br /&gt;
There are two distinctive aspects to space craft. Its Hull size and Hull configuration. The Hull the primary foundation too a Space Craft. All other aspects are derived from a crafts Hull. When building a ship or trying to price the ship out the price is first based on its size. Then its configuration (if it has one). Configurations determines what purpose the craft has and different hall configures can allow access to different things thus changing the price. Configuration may also determine the [[Wealth_and_Money#Procure_Difficulty|procure difficulty]]. &lt;br /&gt;
&lt;br /&gt;
=== Hull Sizes ===&lt;br /&gt;
&lt;br /&gt;
Below is a table of Hull sizes. All hulls must fit within these sizes. Sizes are here to represent the number of squares that a craft will take up in space. Much like a character taking up a 5ft square of personal space craft also have the same personal space except they are in 500ft blocks instead. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Sizes&lt;br /&gt;
! Size&lt;br /&gt;
! Size&amp;lt;br /&amp;gt; Modifiers&lt;br /&gt;
! Armor&amp;lt;br /&amp;gt; Bonus&lt;br /&gt;
! Weapon Size&amp;lt;br /&amp;gt;Hard Points&lt;br /&gt;
! Sq ft&lt;br /&gt;
! Num of Squares&lt;br /&gt;
! Base Price&lt;br /&gt;
! Support Life&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Colossal|| –8 || +6 || Huge / 10 || ~32,000+ ft || 64+ squares || 12 Million  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan|| –4 || +2 || Large / 10 || ~18,000+ ft || ~36 squares || 4 Million || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Huge|| –2 || +1 || Large / 8 || ~8,000+ ft || ~16 squares || 1.8 Million || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Large|| –1 || 0 || Medium / 8|| ~2,000+ ft || ~4 squares || 800,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Medium|| +0 || 0 || Medium / 6|| ~500+ ft || ~1 squares|| 200,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Small|| +1 || 0 || Small / 4 || ~250+ ft || 4 per sq || 50,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Tiny|| +2 || -1 || Small / 2|| ~125+ ft || 16 per sq || 20,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Diminutive|| +4 || -2 || N/A / 3 || ~75+ ft || 64 per sq || 10,000 || No*&lt;br /&gt;
|-&lt;br /&gt;
|Fine|| +8 || -6 || N/A / 2 || &amp;lt;75 ft || 256 per sq || 5,000 || No*&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;8&amp;quot; | *Emergency Craft/Escape Pods Only can support life and be this small.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Anything more then ~60,000 square feet, 18,000 meters in size is consider Super Colossal and can only be a ship with exceptions from the GM. It would be considered a station. Even if the station has the ability to move around in the universe of Future Path no craft of that magnitude could preform Faster Then Light travel using a system completely self contained. In order to travel fast distances a &#039;ship&#039; that size would have to be moved by an external source. Also attacking a ship or structure of that size would be considered as attacking a station and thus different modifiers apply.&lt;br /&gt;
&lt;br /&gt;
== Space Craft Attributes ==&lt;br /&gt;
&lt;br /&gt;
Hull Size determine points that are given to 6 Main Attributes These 6 Main Attributes are similar in nature to a Characters 6 Ability scores. However not every Attribute is a perfect pairing to a Character&#039;s ability score. Some stats are more like a skill. Players spend points on the 6 Main Stats similar to character creation alternative rules. Below is the 6 Attributes and a summary.&lt;br /&gt;
&lt;br /&gt;
There are also additional Statistics that will be reviewed below in the [[Space_Ships#Secondary_Ship_Statistics|Secondary Statistics]] section.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-right: 10px;&amp;quot;&lt;br /&gt;
|+Table: Tech Level Bonuses&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Tech Level&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 0 || -5&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 2 || +5&lt;br /&gt;
|-&lt;br /&gt;
| 3 || +10&lt;br /&gt;
|- &lt;br /&gt;
| 4 || +15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
; Engines:&lt;br /&gt;
: Like Strength. Engines are the heart of a ship. Engines can add bonuses to Combat Manoeuvres as well as certain Ship Feats.&lt;br /&gt;
; Mobility:&lt;br /&gt;
: Like Dexterity. Can add bonuses to AC, Initiative and bonus bonuses to Tactical Speed. &lt;br /&gt;
; Amour:&lt;br /&gt;
: Like Constitution. Can add bonuses to AC and extra Hit Die&lt;br /&gt;
; Electronics:&lt;br /&gt;
: Like Intelligence. Provides bonuses to Manoeuvres and ship functions that uses electronic upgrades.&lt;br /&gt;
; Sensors:&lt;br /&gt;
: Like Wisdom. (The Character skill Perception uses Wisdom). This provides bonuses to the ship sensors giving it better abilities to scan and find things in space.&lt;br /&gt;
; Communications:&lt;br /&gt;
: Like Charisma. Adds to a Characters Charisma bonus while attempting to communicate to other ships. Also enhances the range of communication systems and makes it hard to jam. &lt;br /&gt;
&lt;br /&gt;
All ships start with 15 points that a Player can spend on customizing the ship. More points can also be gained based on the Tech Level the Space Ship. Please review the chart too the right. &lt;br /&gt;
&lt;br /&gt;
Bonus points can also come from Characters who can provide bonuses based on there Craft skills. Each of the main 6 Attributes is associated with a kind of Craft skill. High enough in the associated craft skill can provide bonuses too that Main Stat. More on this in the Space Ship crafting section.&lt;br /&gt;
&lt;br /&gt;
Lastly additional points can be provided by Hull Configurations. Different configurations provide bonuses and special abilities that help make the ships stand apart from one another. Some of the bonuses come in the forum of additional points.&lt;br /&gt;
&lt;br /&gt;
=== Spending Points ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-right: 10px;&amp;quot;&lt;br /&gt;
|+Table: Ability Score Costs &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Score&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 7||–4&lt;br /&gt;
|-&lt;br /&gt;
| 8||–2&lt;br /&gt;
|-&lt;br /&gt;
| 9||–1&lt;br /&gt;
|-&lt;br /&gt;
| 10||0&lt;br /&gt;
|-&lt;br /&gt;
| 11||1&lt;br /&gt;
|-&lt;br /&gt;
| 12||2&lt;br /&gt;
|-&lt;br /&gt;
| 13||3&lt;br /&gt;
|-&lt;br /&gt;
| 14||5&lt;br /&gt;
|-&lt;br /&gt;
| 15||7&lt;br /&gt;
|-&lt;br /&gt;
| 16||10&lt;br /&gt;
|-&lt;br /&gt;
| 17||13&lt;br /&gt;
|-&lt;br /&gt;
| 18||17&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Just as in the alternative rules for Character Creation found [[Character_Creation_and_Advancement#Alternate_Ability_Score_Rules|here]]. The Player has to spend points on the 6 Main Stats that they want to see increased. The cost stacks. Meaning that if you want a +2 in Engines you have to pay for the +1 and +2 costs. So that it will cost a total of 3 points. For the Fine, Diminutive and Tiny sized crafts that start out at 9 instead of 10 simply shift the costs down one. So going from a 9 to a 10 will cost 1 point and 10 to 11 cost an additional 2 points and so on. &lt;br /&gt;
&lt;br /&gt;
;Example of spending points:&lt;br /&gt;
: You have a Tech 1 Medium sized Hull and you want to spend points on your Communications. That mean you have 15 points to spend. You also want better Mobility and Engines. So you put a +1 in Mobility and a +1 in Engines. Each will cost 1 point. However your main concern is Communications sense this is a ship for your Diplomat. You want to have +3 for Comms. This requires the 1 point for +1 and then another cost of 2 points for +2 and finally 3 points for the +3. You have to spend all 6 points to get the +3 bonus too Comms. In total you have spent 5 points and have 10 points left. You can keep going till you have spent all points.&lt;br /&gt;
&lt;br /&gt;
== Space Ship Default Statistics ==&lt;br /&gt;
&lt;br /&gt;
Each Hull Size has default values for the ship Statistics. Much like a Hero Base Class. Below is the default information below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Statistics&lt;br /&gt;
! Size&lt;br /&gt;
! AC&lt;br /&gt;
! Hit Die&lt;br /&gt;
! Shields&amp;lt;br /&amp;gt;Multiplier  &lt;br /&gt;
! Cargo Capacity&lt;br /&gt;
! Passenger&amp;lt;br /&amp;gt;Capacity&lt;br /&gt;
! Weight&lt;br /&gt;
! Cost&amp;lt;br /&amp;gt;Procure Diff&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Colossal || 8 || 30d12 || DR 15 / Mod 5 || 128,000 Units || 324  || 32,400 Tons || 36 Million / 4&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan || 8 || 24d10 || DR 10 / Mod 4 || 32,000 Units || 108 || 10,800 Tons || 12 Million / 3&lt;br /&gt;
|-&lt;br /&gt;
|Huge || 9 || 18d10 || DR 7 / Mod 4 || 8,000 Units || 36 || 3,600 Tons || 4 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
|Large || 9 || 16d8 || DR 5 / Mod 3 || 1,920 Units || 12 || 360 Tons || 320,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
|Medium || 10 || 12d8 || DR 4 / Mod 3 || 480 Units || 4 || 120 Tons || 160,000 / 0 &lt;br /&gt;
|-&lt;br /&gt;
|Small || 11 || 8d8 || DR 3 / Mod 2 || 70 Units || 2 || 40 Tons || 80,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Tiny || 11|| 6d6 || DR 2 / Mod 2 || 16 Units || 0 || 4 Tons || 32,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Diminutive || 12 || 4d6 || DR 2 / Mod 2 || 4 Units || 0 || 2 Tons || 16,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Fine || 12 || 2d6 || DR 2 / Mod 2|| 1 Unit || 0 || 1 Ton || 8,000 / 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The AC in the chart above is the total after the Size Modifier is applied. &lt;br /&gt;
&lt;br /&gt;
The Shield column has both the Damage Reduce provided by the base shields as well as the multiplier that is used with the ship&#039;s Shield Statistic. Learn more about ship Shields in the following section.  &lt;br /&gt;
&lt;br /&gt;
The Cargo Capacity is measured in Cargo Units. This is a generic way to loop both volume and weight into a single unit. This represents the maximum extra volume and weight a ship can carry. Each Unit is 100Lbs and 1x1x1ft square of volume. Going over this unit amount will cause the ship to be over burdened. Which will cut Tactical Speed in half as well as Transpiration speed. The maximum a ship can actually carry is twice the Unit amount. However that is if there are no passengers other then the necessary crew. As every spare room and all the hallways will filled with cargo containers. &lt;br /&gt;
&lt;br /&gt;
The prices in the above graph already include the procure difficulty. Procure Diff  and price can increase due to Hull Configurations and customizations.&lt;br /&gt;
&lt;br /&gt;
== Ship Statistics ==&lt;br /&gt;
&lt;br /&gt;
Besides the 6 Main Attributes ships have other Statistics as well. Just like a Character has stats that are effected by there ability scores these stats can be effected by the 6 Main Attributes. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Craft Statistics&#039;&#039;&#039;:&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Attack Damage Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| The Attack Damage Bonus effects the damage roles provided. It is equal to 1/2 the Engine Mod round down. It is added to the total damage of each weapon fired.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Combat Attack Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| This effects the ships ability to preform tactical manoeuvres and abilities. It is effected by the Engine Mod.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Combat Defence Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| This effects a ships chance of being effected by an enemies tactical manoeuvres or abilities. It is 10 + Engine Mod + Mobility Mod + Misc Mod&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Hit Die:&lt;br /&gt;
|-&lt;br /&gt;
| Hit Die and number of Hit Die are provided by the Hull Size of the craft. However Hull Configuration can change this as well. The ship also gets bonus Hit Dice based on the Armor Mod.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Initiative:&lt;br /&gt;
|-&lt;br /&gt;
| Initiative effects the order of combat as well as determining who goes first in a stand-off. The total is: (Mobility + Sensors) - Armor.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Shields:&lt;br /&gt;
|-&lt;br /&gt;
| Shields is a ships Damage Reduction. A ship doesn&#039;t have to have shields. Having shields usually causes negative effects along side the positive ones. Base shield damage reduction and its modifier are provided by a shields Hull Size and possibly its Configuration. However this can be further modified by the Electronics Mod. The new total is: Base Shield DR + Modifier * Electronic Mod. &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Targeting Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| This effects the Accuracy check for a ship to determine if its weapons are on target. This total is added to d20 accuracy check rolls. The total is: Mobility Mod + Sensors Mod&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Below are things that cannot be effected by the 6 Main Attributes. They are provided by default from Hull Size/Configuration. However some modifications done by Characters such as installing gadgets or upgrades that can change the below stats. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Misc Statistics&#039;&#039;&#039;:&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Cargo Capacity:&lt;br /&gt;
|-&lt;br /&gt;
| Provided by the Hull Size this attribute can be modified by the Hull Configuration as well as by the Players that may want to modify there ship to hold more. More unit space is provided by converting bays into cargo holds. Each bay adds 1/4 of the default cargo space of the Hull Size of the ship. So if the ship is a medium size hull then converting one of the bays would provided an additional 120Units of space.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Cost/Procure Diff:&lt;br /&gt;
|-&lt;br /&gt;
| This is the cost of and procure diff of the ship. It is always nice to record what you paid for the ship. Or what your appraisal of the ship might be. The GM might tell the Players what the ship is worth if they find it. However the GM might not. The Characters may have to roll checks to appraise the ship.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Crew:&lt;br /&gt;
|-&lt;br /&gt;
| This is a place to record who is the crew of the ship and what there bonuses are. If one of the crew takes over piloting for example you can look here to find there pilot bonus so you do not have to re-write it.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Dimensions/Weight:&lt;br /&gt;
|-&lt;br /&gt;
| Simply a place to record its size. The only requirement here is that you record the Squares that the ship officially occupies which is based on size. However specific dimensions of the ship so that players can get a sense of the ships look and feel is always a nice touch of detail! &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Passenger Capacity:&lt;br /&gt;
|-&lt;br /&gt;
| Ships can carry crew and passengers. This capacity refers to the total number of people that require life support on board the ship. However passenger count is not the same as the required amount of crew members to manage a ship. Ships can run on a surprisingly small number of crew members due to advanced automation technology. It makes no sense to carry more &#039;meat bags&#039; that could die at any moment into the harassed place in the universe. In order to carry more then the average necessary crew of 8 (only applies for ships that have a higher passenger count then 8) a ship needs Passenger Bays installed. If all available bays are installed then the maximum amount passenger capacity is reached + the crew. This is dictated by the Hull Size. &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Pilot Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| This is the Mobility Bonus of the ship plus the Pilot Dex Mod if applicable. &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Pilot Dex Mod:&lt;br /&gt;
|-&lt;br /&gt;
| This is the Dex Mod of the Pilot. This only is applied if the Pilot has the [[Pilot|Pilot]] skill. &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Name:&lt;br /&gt;
|-&lt;br /&gt;
| Of course a ship has to have a name! &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Summary Design Specs:&lt;br /&gt;
|-&lt;br /&gt;
| A summary including Hull Size/Configuration/Quarks and other interesting tid pits of info. Such as history of the ship and what not. This is a nice place to add detail and &#039;character&#039; to the ship. Kinda like giving a character a backstory this is where one would record such things.  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Hull Configurations ==&lt;br /&gt;
&lt;br /&gt;
Below is a table with common Hull configurations of the Future Path Universe. Further below is more detailed description of the crafts. Different configurations supply different bonuses to help to stylise the Space Craft. Below the table is a more detailed list of the Hull configurations and there bonuses.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Configurations&lt;br /&gt;
! Configuration&lt;br /&gt;
! Avg. Size &lt;br /&gt;
! Avg. Price&amp;lt;br /&amp;gt;Procure Diff&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Barges || Medium || 250,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Battle Cruisers || Large || 400 Million / 3&lt;br /&gt;
|- &lt;br /&gt;
| Battle Ships || Huge || 800 Million / 4&lt;br /&gt;
|-&lt;br /&gt;
| Capital || Colossal || 20 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Carriers || Gargantuan || 8 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Cruisers* || Medium || 20 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Drones* || Diminutive || 10,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Destroyers || Medium || 25 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Dreadnoughts || Gargantuan || 2 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Fighters || Small || 500,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
| Frigates || Medium || 2 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Freighters || Huge || 4 Million / 1&lt;br /&gt;
|-&lt;br /&gt;
| Industrial || Large || 1 Million / 0&lt;br /&gt;
|-&lt;br /&gt;
| Shuttles || Small || 50,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;3&amp;quot; | *Prices vary wilding depending on application. The name doesn’t &amp;lt;br \&amp;gt;necessary imply military application and vice-a-verses.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Barges:&lt;br /&gt;
: The &#039;pack mule&#039; of the galaxy. The barge is the most common cargo transport ship in existence. Many different corporations create different configurations from hauling every day goods, to people, to extremely volatile substances. Many young adventures found themselves starting out in some capacity aboard a barge. Not the most heroic place to start out with but there is sort of a romantic underdog appeal to the barge. This is probably helped by the fact that they can be found in every corner of the galaxy making them a dime a dozen and the Hull is pretty customizable. Which attracts all sorts of different types of people. Many of a raider or pirate uses a heavily modified Barge Hull to be a weapon against other ships of its like in lawless space.&lt;br /&gt;
:*Dis-Advantages: -2 to Mobility, -3 Hard Points&lt;br /&gt;
:*Advantages: +2 Bays (Both are forcefully converted into Cargo Holds) as a 240Units of Cargo Space, Super Common Bonus -1 to Procure Diff and 50% less time/cost to repair&lt;br /&gt;
&lt;br /&gt;
;Battle Cruisers:&lt;br /&gt;
: A standard in most military fleets these larger, heaver counter parts to the Cruiser are powerful heavy hitting machines of death. While BattleShips dominate the heavens with impressive presence of power. The BattleCruiser is what gives a military its flexibility. Smaller and generally faster most militaries use these ships as a counter for smaller ships and a less expensive solution to dealing with small scale pirates and bandits.  &lt;br /&gt;
:*Dis-Advantages: Cargo Capacity is 480Units, Passenger Cap is 8, -5 Attribute Points&lt;br /&gt;
:*Advantages: +2 Electronics, +2 Mobility, +1 Non-Weapon Hard Point&lt;br /&gt;
&lt;br /&gt;
;Battle Ships:&lt;br /&gt;
: These terrifying ships are massive war machines and are usually the backbone of militaries. These machines can be used to fight other BattleShips while also grouping up to take on larger objects. Considered necessary for any large scale conflict in space these expensive massive machines are a must have.&lt;br /&gt;
:*Dis-Advantages: Cargo Capacity is 1,920Units, Passenger Cap is 12, -5 Attribute Points&lt;br /&gt;
:*Advantages: +2 Engines, +2 Armor, All weapons gain the &#039;Barrage&#039; mode for free.&lt;br /&gt;
&lt;br /&gt;
;Capital:&lt;br /&gt;
: So massive they are sometimes mistaken for stations these epic craft seam to defy logic as they effortlessly float in the heavens. Any military or civilization attempting to prove itself to others may build these behemoths. Usually Capital ships are not used to fight directly in combat but as a base of operations and control. Thus some consider them nothing more the propaganda and an expensive fear machines. Most Capital ships are used as Command ships or Super Carries not for ships but for soldiers. They are excellent solution to the mass logistic problems of larger militaries. &lt;br /&gt;
:*Dis-Advantages: -5 Attribute Points, -4 Mobility, -3 Hard Points&lt;br /&gt;
:*Advantage: +4 Bays, +2 Sensors, +2 Communications, +2 Electronics&lt;br /&gt;
&lt;br /&gt;
;Carriers:&lt;br /&gt;
: Carriers are the main ship that makes a large fleet mobile. It can also provide flexibility in combat as it can deploy an array of different types of ships and drones. Most Carriers are designed to hold and maintain smaller ships. But some are designed for troop deployment to stations and planets. There are also Super Carriers which are Capital class Carriers that are able to old larger size or simply more ships/people. In some cases doubling as a Command Ship.&lt;br /&gt;
:*Dis-Advantages: -5 Attribute Points, -2 Mobility, -5 Hard Points&lt;br /&gt;
:*Advantages: +6 Bays, +2 Sensors, +2 Electronics, Built is Repair Bay for Large ships or smaller.&lt;br /&gt;
:*Misc: Can carry, deploy, repair ships of Large size or smaller. &lt;br /&gt;
&lt;br /&gt;
;Cruisers:&lt;br /&gt;
: A smaller light weight version of the Battle Cruiser. However the purpose is the same. They are flexible combat vessels. Common in both Military and police forces and is usually seen as the first response to aggressive outlaws. Considered by police forces as there solution to deal with the more deadly pirates, gangs, and other criminal organizations. The military however sees these as inexpensive portal/recon/scientific/experimental craft. &lt;br /&gt;
:*Dis-Advantages: -2 Attribute Points&lt;br /&gt;
:*Advantages: +1 Hard Point, +2 Mobility&lt;br /&gt;
&lt;br /&gt;
: There is also non-military applications for hulls similar to cruisers. Everything from personal transportation of a VIP to a luxury liner. The rich would much rather distance themselves from a fancy customizes barge for there travels. After all anybody can afford one of those. Demilitarized older model cruisers are often sold by militaries to other governments or people as for a verity of different reasons. And sometimes you may find that they are not so de-fanged as they are meant to be. &lt;br /&gt;
:*Dis-Advantages: -2 Armor&lt;br /&gt;
:*Advantages: -4 Hard Points, +2 Mobility&lt;br /&gt;
&lt;br /&gt;
;Drones:&lt;br /&gt;
: Drones come in all shapes, sizes and uses. From military to personal hobbyist these machines all have one thing in common. Some sort of A.I. and a connection to a central controller or computer system. The military has a wide range of uses from complementing a ships systems to being part of a Carrier fleet that can send swarms of drones down upon an enemy in coordinated attacks. However many people have drones for personal use. It also helps that drones with self defense A.I. is usually not illegal in most of the Ring and thus many people use them as a way to help deter outlaws.&lt;br /&gt;
:*Dis-Advantages: -1 across all Attributes.&lt;br /&gt;
:*Misc: Drone AI Module installed. Can be easily controlled by an AI system can can be deployed in masses to attack or defend. Swarm bonuses apply when 4 or more are part of a team. Swarm adds AC advantages against projectile attacks.&lt;br /&gt;
&lt;br /&gt;
;Destroyers:&lt;br /&gt;
: These ships where meant to ask the question: &amp;quot;How much fire power can one medium ship truly have?&amp;quot;. While similar sizes and speeds to a Cruiser these ships are rarely seen used by anybody except the military. They are designed to back a massive bunch for there size. Made a cheap considering there fire power and have a minimalist crew. Squads of these craft are usually used to compliment attack fleets that target other Medium to Huge sized craft. These Destroyers go toe to toe with the best Battle Cruisers and Battle Ships. The idea being that the Destroyer will be specifically fitted for its target ship and if a few ships die in the process this is nothing compared to loosing a bigger ship that has more people and cost more money.&lt;br /&gt;
:*Dis-Advantages: Illegal to own even though it is a Medium sized craft, -2 Attribute Points&lt;br /&gt;
:*Advantages: +2 Hard Points, All weapons are considered &#039;Gimbaled&#039; for free. &lt;br /&gt;
&lt;br /&gt;
;Dreadnoughts:&lt;br /&gt;
: Dreadnoughts have an interesting history. It is believed the precursors to the Dreadnought was a super heavy battle ship designed as a &amp;quot;Station buster&amp;quot;. Stations had ever defenses and could take a long time to bring down by a fleet of Battle Ships. So to minimize the amount of forces committed to a single attack a large ship was designed. However shortly after stations just got bigger defenses. In order to find a use for these super powerful focused weapons it is believed these ships where then used to hit targets on planets and moons. The terror of seeing massive scale death raining down from the sky put fear into people who named the ships Dreadnoughts. &lt;br /&gt;
: Dreadnoughts have evolved over time to include taking out of Dreadnoughts as well Carriers and Capital ships. The more powerful weaponry at the time for taking out these ships was explosive forces from Nuclear or anti-mater which made radial explosions that where discriminatory of who it effected. Dreadnoughts where the first mobile forum of focus weaponry which had the counter intuitive effect of bring these larger scale ships into every day combat. It did this because these larger ships where simply dying at larger and larger ranges where they own effectiveness was computerized but now they can be brought into the heat of battle where they would be most effect without worrying about its destruction also leading to everyone else’s destruction. &lt;br /&gt;
:*Dis-Advantages: -2 Mobility, -5 Ability Points, -2 Hard Points&lt;br /&gt;
:*Advantages: Can mount a single Gigantic sized weapon without taking up any hard points. This Gigantic weapon has double the base range and a +2 Moderate Advantage to hit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Fighters:&lt;br /&gt;
: Similar to combat aircraft of the modern world these machines fly through space instead of the atmosphere. Some can do both however. Although they are usually only effect in one or the other. Usually only a single pilot supported by advanced A.I. these craft carry massive punch. Similar design philosophy to that of the Destroyer Hull configuration except at a smaller scale these craft where uses almost like cannon fatter by most militaries as a way to swarm any ships and use precision targeting or advance electronics to disable and in some cases destroy the bigger target. &lt;br /&gt;
:*Dis-Advantages: -2 Armor, Passenger Cap is 1&lt;br /&gt;
:*Advantages: +2 Mobility&lt;br /&gt;
&lt;br /&gt;
;Frigates:&lt;br /&gt;
: A common craft in the Ring this space ship is normally used only for military purposes. But it is also the common police craft as well as what is normally used by VIPs transportation if they are not rich enough to afford a Cruiser. Just like the Cruisers you will find them being sold everywhere. &lt;br /&gt;
:*Dis-Advantages: -1 to Sensors&lt;br /&gt;
:*Advantages: This super common craft is use for just about everything and thus 50% less cost/time spent on repairs. +1 Attribute Point&lt;br /&gt;
&lt;br /&gt;
;Freighters:&lt;br /&gt;
: When a Barge cannot do the trick Freighters take over. These are the industrial scale cargo transportation ships. Although some have been converted into other things such as massive traveling carnivals. Just like barges these can be converted to transport just about everything. &lt;br /&gt;
:*Dis-Advantages: -4 Mobility, -4 Hard Points&lt;br /&gt;
:*Advantages: All converted Cargo Bays provide double the space. +6 Cargo Bays which adds an additional 20,000 Units of space for a total of 28,000 Units if no other bays converted.&lt;br /&gt;
&lt;br /&gt;
;Industrial:&lt;br /&gt;
: Factory in a can. These ships of varies sizes are the backbone of non planetary or moon based industry. This usually means mining and refining of asteroids but it is not always limited to that. These are must have for new settlers to a solar system that are hopping to there new homes resources to start a new colony or terraform a planet. &lt;br /&gt;
:*Dis-Advantages: -2 Mobility, -2 Hard Points&lt;br /&gt;
:*Advantages: The Ship has a free Industrial Bay of the largest size that the Hull configuration can hold. The Industrial Bay provides a +2 bonus with the correctly skill person.&lt;br /&gt;
&lt;br /&gt;
;Shuttles:&lt;br /&gt;
: Personal transport vehicles. The more versatile the more expensive. The basic kinds can only fairy from station to station. And can only accommodate say two passengers. But the more advanced you get the more people it can carry further and further distances to more and more different places. Such as planets, move around as a planet side craft, or even go under oceans.&lt;br /&gt;
:*Dis-Advantages: -2 Armor, -2 Engines, -2 Electronics, -2 Hard Points&lt;br /&gt;
:*Advantages: +4 Mobility, +2 Communications, Pilot doesn&#039;t need the Pilot skill to provide Dex bonus, +2 Passengers&lt;br /&gt;
&lt;br /&gt;
== Space Ship HardPoints and Bays ==&lt;br /&gt;
&lt;br /&gt;
A space ships hardpoints are its external mounting points where weapons and other external upgrades go. Where as a ships Bays are its internal upgrades. The amount of Hard Points and Bays are determined by the Hull Size. However Hull Configuration and how points are spent on the Ships 6 attributes may also effect these numbers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Space Craft Hard Points and Bays&lt;br /&gt;
! Size&lt;br /&gt;
! Weapon Size&lt;br /&gt;
! Hard Points&lt;br /&gt;
! Number of Bays&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Colossal|| Gigantic || 10 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan|| Large || 10 || 8 &lt;br /&gt;
|-&lt;br /&gt;
|Huge|| Large || 8 || 6  &lt;br /&gt;
|-&lt;br /&gt;
|Large|| Medium || 8 || 4 &lt;br /&gt;
|-&lt;br /&gt;
|Medium|| Medium || 6 || 2&lt;br /&gt;
|-&lt;br /&gt;
|Small|| Small || 4 || 1&lt;br /&gt;
|-&lt;br /&gt;
|Tiny|| Small || 2 || 0 &lt;br /&gt;
|-&lt;br /&gt;
|Diminutive* || N/A || 3 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Fine* || N/A || 2 || 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;3&amp;quot; | *These ships use &#039;normal&#039; sized weapons noted in the [[Weapons|Weapons Section]]&lt;br /&gt;
|}&lt;br /&gt;
=== Hard Points ===&lt;br /&gt;
&lt;br /&gt;
Hard Points are communally referred to as the locations that weapons are deployed. However they can also mount a number of other external devices. Such as a Jamming Array, Grappler, Extended Sensor Array, Target Enhancers, Target Jammers etc... More information on Ship Weapons can be found in the [[Space_Ships#Ship_Weapons|Ship Weapons]] section. The number of hard points as well as the size of the weapon the hard point can support is shown on the chart too the right.&lt;br /&gt;
&lt;br /&gt;
=== Bays ===&lt;br /&gt;
&lt;br /&gt;
Bays are empty spaces within the hull of the ship that can be customized for certain uses. A Bay can be converted into facilities for example: Science Bay or Medical Bay. The facilities add additional services that the ship can provide to its crew.. given that someone has the necessary skills to operate them. Bays are sometimes required for certain upgrades. Theses upgrades use the space to store additional power supplies, relays, conduits, access ports and other components necessary to support the Upgrade. More information on Ship Bays in the [[Space_Ships#Ship_Bays|Ship Bays]] section below.&lt;br /&gt;
&lt;br /&gt;
== Space Ship Abilities and Upgrades==&lt;br /&gt;
&lt;br /&gt;
Ships can have modifications installed in the form of System Upgrades. Ever Statistic of a ship from the 6 main Stats to all Secondary Stats can have System Upgrade installed. These can be installed by a Character with the correct Craft skill or simply paid for. A list of System Upgrades can be found in the Wealth and Equipment section.&lt;br /&gt;
&lt;br /&gt;
Ships can also have modifications outside of upgrading key systems. But instead add new Abilities to a craft. Usually this upgrade depends on at least one of the 6 Main Stats or the bonus from Combat Maneuver Attack Bonus. A detailed list of Space Ship Abilities can be found in the Space Ship Combat section [[Combat#Space_Combat|here]].&lt;br /&gt;
&lt;br /&gt;
== Ship Quirks ==&lt;br /&gt;
&lt;br /&gt;
Ship&#039;s can have Quirks about them. Similar in nature to a Character [[Difficulties|difficultly/trait]] ships can have Quirks/defects that can add more personality uniqueness to ones ship. Any adventure is going to get some scars and bumps along the way and his ship is no different. Ships are expensive and you don&#039;t want to just replace it the moment it cracks its first Quantum coolant tank. Over time the ship is going to start to gain its own personality in the eyes of its crew. &lt;br /&gt;
&lt;br /&gt;
Here are some &#039;Quirks&#039; or &#039;defects&#039; that ships can gain over time. They can be &#039;earned&#039; or given by the GM. Players with the right skills and equipment can over time remove most defects and quirks if they want. Although some can be made permanent if GM wishes it.&lt;br /&gt;
&lt;br /&gt;
== Ship Positions ==&lt;br /&gt;
&lt;br /&gt;
There are 3 main positions that can directly effect a ship. Small size or smaller ships can combine these positions without taking penalties. However larger ships require the positions to be filled by a dedicated person or take a Moderate -2 per extra position a single Character is fulfilling. &lt;br /&gt;
&lt;br /&gt;
The 3 main positions are:&lt;br /&gt;
* &#039;&#039;&#039;Helm&#039;&#039;&#039;: Supplies the Pilot bonus&lt;br /&gt;
* &#039;&#039;&#039;Weapons&#039;&#039;&#039;: Supplies a bonus to accuracy checks&lt;br /&gt;
* &#039;&#039;&#039;Communications&#039;&#039;&#039;: Supplies that characters CHA mod as a bonus to communications and to jamming or counter jamming. &lt;br /&gt;
&lt;br /&gt;
There are also 4 other positions that are note worthy.&lt;br /&gt;
* &#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Engineer&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Science&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Medical&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Captain&#039;&#039;&#039; can use the Leadership feat to provide bonuses to the people in different positions on the ship. The &#039;&#039;&#039;Captain&#039;&#039;&#039; can use there CHA Mod instead of the Comms officer if they are the one doing 100% of the talking.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Engineer&#039;&#039;&#039; does not effect the stats of the ship. However they can help to repair the ship even while in combat if the ship has an Engineer station or facility. A ship can also provide information and tools at the ready for an Engineer to help repair the ship giving the Engineer bonuses to repair.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Science&#039;&#039;&#039; officer can be anyone that wants to preform science related skills on the ship using a ship provided science station or facility. Not all ships come with a Science station or facility. They are upgrades that can be installed. A person using this station can gain bonuses.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Medical&#039;&#039;&#039; officer just like the Science officer requires a Medical facility. Anyone using the Medical facility with the necessary skills can gain bonuses. &lt;br /&gt;
&lt;br /&gt;
More positions can be made up by the GM for the purpose to storytelling and game play. As long as those roles are clear and the Players are aware of them before gaming.&lt;br /&gt;
&lt;br /&gt;
== Ship Weapons ==&lt;br /&gt;
&lt;br /&gt;
There is 4 main weapon sizes. Small, Medium, Large, Gigantic. To the right is a table showing ship size and the relative sized weapon that ship can be fitted with as well as the default number of hard points.&lt;br /&gt;
&lt;br /&gt;
Below is the weapons sizes. Size is relative. To the average person these weapons must be massive. However to a ship they are Small to Gigantic just like the weapons sizes specified in the [[Weapons#Weapon_Levels|Weapons Levels]] section. There are also Weapon Types. Projectile, Laser, Plasma,  and Missile.&lt;br /&gt;
&lt;br /&gt;
The Weapon Size provides the number of damage die (Although not the die type) as well as the base range.&lt;br /&gt;
&lt;br /&gt;
The weapon Type provides the damage die type as well as the range increment penalty.&lt;br /&gt;
&lt;br /&gt;
Weapons can also have Amo types which can add or take away bonuses. However amo rules are the same for ships as they are for normal weapons. Too review rules for amo usage go [[Weapons#Ammunition|here]].&lt;br /&gt;
&lt;br /&gt;
Weapons can also have Special Features that increase the price and Procure diff.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:left; margin-right: 10px; text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Weapons Sizes&lt;br /&gt;
! Size&lt;br /&gt;
! Damage Die&amp;lt;br /&amp;gt;Number&lt;br /&gt;
! Minimum Range&lt;br /&gt;
|-&lt;br /&gt;
| Small || 3dX || 3,000ft/6 Squares&lt;br /&gt;
|-&lt;br /&gt;
| Medium || 6dX || 9,000/18 Squares&lt;br /&gt;
|-&lt;br /&gt;
| Large || 9dX || 27,0000/54 Squares&lt;br /&gt;
|-&lt;br /&gt;
| Gigantic || 12dX || 81,000/162 Squares&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:left; margin-right: 10px;&amp;quot;&lt;br /&gt;
|+ Space Craft Weapon Types&lt;br /&gt;
! Type&lt;br /&gt;
! Die Type&lt;br /&gt;
! Range Penalty&amp;lt;br /&amp;gt;Accuracy / Damage&lt;br /&gt;
|-&lt;br /&gt;
| Projectile || d4 || -1 / 0&lt;br /&gt;
|- &lt;br /&gt;
| Laser || d8 || -2 / -1&lt;br /&gt;
|-&lt;br /&gt;
| Plasma || d10 || -4 / -2&lt;br /&gt;
|-&lt;br /&gt;
| Missile || d6 || Amo Dependent&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-right: 10px; text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Weapon Costs&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Types&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Small&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Medium&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Large&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Gigantic&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Projectile&lt;br /&gt;
| $1,000&lt;br /&gt;
| $10,000&lt;br /&gt;
| $100,000&lt;br /&gt;
| $1,000,000&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Laser&lt;br /&gt;
| $2,500&lt;br /&gt;
| $25,000&lt;br /&gt;
| $250,000&lt;br /&gt;
| $2,500,000&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Plasma&lt;br /&gt;
| $5,000&lt;br /&gt;
| $50,000&lt;br /&gt;
| $500,000&lt;br /&gt;
| $5,000,000&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Missile&lt;br /&gt;
| $2,000&lt;br /&gt;
| $20,000&lt;br /&gt;
| $200,000&lt;br /&gt;
| $2,000,000&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Special Features ====&lt;br /&gt;
&lt;br /&gt;
Below is a list of Special Features for Ship Weapons. A weapon can only have one Special Feature. The Special Feature doubles the cost of the weapon and adds the Procure Diff up by 1.&lt;br /&gt;
&lt;br /&gt;
* Burst Fire:&lt;br /&gt;
: This decreases accuracy by -4 but adds a +1 to all dice role. The weapon cannot use this Special Feature again for 1d6 turns.&lt;br /&gt;
* Barrage Mode:&lt;br /&gt;
: This increases accuracy by +4 but reduces the hit die by one level. This is a mode that can be turned on or off as a Free Action&lt;br /&gt;
* Fully Unload:&lt;br /&gt;
: This adds a +1 to all dice role however makes the weapon useless for 1 round. Also the weapon cannot use this Special Feature again for 1d6 turns. &lt;br /&gt;
* Suppressive Fire:&lt;br /&gt;
: This makes the weapon fire an unlimited amount of Attack of Opportunities to enemy targets with a Moderate +2 accuracy bonus. However this requires a Full Round action to setup during at which the weapon cannot be fired.&lt;br /&gt;
* Gimbal:&lt;br /&gt;
: Allows for better target tracking. +1 to Accuracy. This weapon cannot have other Special Features unless it is Master Crafted.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Lastly the ship&#039;s weapon can be further improved by a Tech Point or having it be Master Crafted. Master Crafting can allow up to 5 levels of master worked. Each level can provide a +1 too Accuracy, bonus 500ft range increment, +1 bonus damage or lastly adds another Special Feature. Each extra point doubles the cost. Making some weapons very expensive.&lt;br /&gt;
&lt;br /&gt;
=== Amo ===&lt;br /&gt;
&lt;br /&gt;
Amo adds an extra layer of customization too what your ships weapons can do. Amo can change your damage die, provide damage bonuses, range bonus, and change the damage type. By default Projectile, Missile weapons are Kinetic Damage types while Laser and Plasma are Thermal damage types. However this can change. Any different damage type from the default increases the price of the Amo by 50%. Any other bonuses provided increase the price by doubling it. If the bonus is increased say from +1 Damage Die to +2 the base price is quadrupled. The maximum bonus amo can provide is +5. Also anything above +1 and the procure diff starts to go up. Each level after +1 adds to the difficulty and rareness that the Characters would be able to acquire such amo even if they had the money. &lt;br /&gt;
&lt;br /&gt;
Crafting amo beyond the default weapon type requires a crafting rank of +2 or higher. Adding additional bonuses to damage die requires +3 for +1 damage. And +4 for +2 damage and so on.&lt;br /&gt;
&lt;br /&gt;
Below is a chart of the base prices for Amo based on there size and weapon type. This is for 100 rounds. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-right: 10px; text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Weapons Speeds&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Types&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Small&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Medium&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Large&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Gigantic&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Projectile&lt;br /&gt;
| $100&lt;br /&gt;
| $1,000&lt;br /&gt;
| $10,000&lt;br /&gt;
| $100,000&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Laser&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Plasma&lt;br /&gt;
| $15,000&lt;br /&gt;
| $150,000&lt;br /&gt;
| $15,000,000&lt;br /&gt;
| $1,500,000,000&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Missile&lt;br /&gt;
| $1,000&lt;br /&gt;
| $15,000&lt;br /&gt;
| $250,000&lt;br /&gt;
| $10,000,000&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Ship Bays ==&lt;br /&gt;
&lt;br /&gt;
Below is a list of Ship Bays accompanied by there description and cost. When applicable all bays can only be used by a single character at a time unless specified other wise.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Cargo Bay&#039;&#039;&#039;: This is simply a space carved out within the ship to store stuff. Most any stuff can be stored in a cargo bay. Cargo Bays can be specially fitted to handle dangerous material. These bays are more expensive and rare. The amount of stuff a Cargo Bay can hold is measured in Units. Explained in the [[Space_Ships#Space_Ship_Default_Statistics|Space Ship Default Statistics]] section. The amount of Unit space a Cargo Bay adds is determined by the size of the craft. It is an additional 1/4 the number of Units the size of the Craft can carry. There is no size limit or requirement for a Cargo Bay. &lt;br /&gt;
** Price: Base price for a cargo bay for a Small Sized Craft is $10,000. It is doubled each size increment higher.&lt;br /&gt;
* &#039;&#039;&#039;Science Bay&#039;&#039;&#039;: This bay can act as a Chemical Kit and Electronic Kit that provides +X to crafting these materials. The X is determined by the level of the Science Bay. There are 5 levels of Science Bay. For example if the Bay is a level 2 then its +2 for both. This Bay also may be a requirement for certain types of upgrades on the ship. The level determines the cost.&lt;br /&gt;
** Price: Level 1 Science Bay costs $15,000. Each level higher triples the price.&lt;br /&gt;
* &#039;&#039;&#039;Medical Bay&#039;&#039;&#039;: This bay is considered to have a Medical Kit and Surgical Kit/Unit. This enabled A person with the [[Treat_Injury|Treat Injury]] skill to be able to preform all available types of treatment the Skill can offer from Surgery to Treat Poison and even Long-Term Care. This provides a +2 bonus too these actions. However a Medical Facility is an upgraded larger version of the Medical Bay. It can treat multi patients instead of one at a time and provides a +4 to the Treat Injury skill. Also the Medical Facility can also double as a Chemistry Kit for the purposes of crafting. Medical Facility requires a Large ship or bigger and two bays instead of one.&lt;br /&gt;
** Price: Medical Bay cost is: $25,000. Medical Facility costs: $500,000&lt;br /&gt;
* &#039;&#039;&#039;Industrial Bay&#039;&#039;&#039;: This Bay can act like both a Chemical and a Mechanical Kit. It provides a 1/2 Level bonus to Chemical crafting and a per level bonus to Mechanical. For example a Level 1 Industrial Bay provides a +0 to Chemical and a +1 to Mechanical. But a +4 provides a +2 Chemical and +4 Mechanical. The max level is 5. There is also the Industrial Facility. This allows for multi people to take advantage of the Industrial Bay at once. And also provides a +1/2 level bonus to Structural. It requires a Large Size or larger ship and two bays instead of one.&lt;br /&gt;
** Price: Industrial Bay cost is $15,000 starting level. Triple the cost per level. Industrial Facility costs $250,000 starting level and Triple the cost per level.&lt;br /&gt;
* &#039;&#039;&#039;Engineering Bay&#039;&#039;&#039;: This bay acts like both a Electronics and Mechanical kits. And provides a +1 to both per level. An Engineering Facility can be used by multi people. And provides an extra +1 per level bonus to any repairs to the ship its in. The Facility requires a Medium ship or larger and takes up two bays instead of one. Both the Bay and Facility allow characters to actively make repairs or modifications on ships even during combat.&lt;br /&gt;
** Price: Engineering Bay costs $30,000 starting level. Triple the cost per level. Engineering Facility costs $500,000 staring. Triple cost per level.&lt;br /&gt;
* &#039;&#039;&#039;Astrometrics Bay&#039;&#039;&#039;: This provides a +1 per level to the ship&#039;s Sensor attribute. This also increases the range of the Sensors by double.&lt;br /&gt;
** Price: $5,000. Triple the cost per level.&lt;br /&gt;
* &#039;&#039;&#039;Refinery Bay&#039;&#039;&#039;: This allows the ship to take raw materials and break them down to base materials that can be used for all sorts of crafting. It can also reduce the size and weight of mine or salvaged material by 50% by breaking down the salvage to its base parts. A must have for a scavenger or mining vessel. This can also provide a cheap source of crafting materials. Breaking down the material takes time. 100 units per day by default. There are 2 levels of Refineries. And 2 sizes. Level 1 can refine up to 50% of the waste away. But level 2 can refine 90%. The size determines the amount of units. A Refinery Facility is larger. Requires a Large or larger ship size and two bays. However a Facility refines 1000 units per day. These refineries can refine most any material. Even weapons, garbage, rock, ice asteroid even gases extracted from a gas giant. &lt;br /&gt;
** Price: Bay Level 1: $30,000. Bay level 2: $150,000. Facility Level 1: $300,000. Facility Level 2: $1,500,000&lt;br /&gt;
* &#039;&#039;&#039;Docking Bay&#039;&#039;&#039;: Allows ships two sizes smaller then then the ship the Docking Bay is installed on. If the ship also has an Industrial or Engineering Bay/Facility the Docking Bay can facilitate repairs with bonuses from those bays. The docking bay has space for 1 ship 2 sizes smaller. So the Bay will have that many squares of space. More then one ship can enter the bay if the ships are small that there total squares taken up do not exceed the number of squares a ship two sizes smaller would occupy. Multi docking bays can be installed side by side to provide bonus squares. For each set of two bays there is an additional amount of space equal to 3 ship sizes smaller.&lt;br /&gt;
** Price: The price is based on the size of the ship. Small cost is: $10,000. The price is double per each size increment higher.&lt;br /&gt;
* &#039;&#039;&#039;Passenger Bay&#039;&#039;&#039;: This allows the ship to support additional passengers. Similar to Cargo Bays Passenger Bays bonus is based on the size of the ship. The amount of bonus Passengers is based on the total possible amount determined by the Hull Size table divided by the number of Bays the ship has which is also determined by size. For example a Large ship has 4 bays and can support an additional 12 members. 12/4 is 3. So each Passenger bay can provide space for 3 more people. Passenger Bays costs can very based on how fancy they may be and what size ship they are being installed on.&lt;br /&gt;
** Price: For a small ship the base cost is: $20,000. It is doubled per each size increment.&lt;br /&gt;
&lt;br /&gt;
== Ship Crafting ==&lt;br /&gt;
&lt;br /&gt;
Ships are considered Structures. They require the following crafting skills: Electrical, Mechanical, Structural&lt;br /&gt;
&lt;br /&gt;
Building a ship requires a Ship Yard. A Docking Bay can also be used to repair a ship if the ship/station its part of has a Industrial or Engineering bay as well. Ship Yards can also facilitate repairing a space ship but a space ship that has an Engineering Bay can also do that.&lt;br /&gt;
&lt;br /&gt;
The materials costs are based on the finishing price of the ship not including the hardpoints and bays unless you are also building those. &lt;br /&gt;
&lt;br /&gt;
The time is based on the size of the ship.&lt;br /&gt;
*Colossal: 36450 Days - Requires Super Heavy Ship Yard&lt;br /&gt;
*Gargantuan: 12150 Days - Requires Super Heavy Ship Yard&lt;br /&gt;
*Huge: 4050 Days - Requires Heavy Ship Yard&lt;br /&gt;
*Large: 1350 Days - Requires Heavy Ship Yard&lt;br /&gt;
*Medium: 450 Days&lt;br /&gt;
*Small: 150 Days&lt;br /&gt;
*Tiny: 50 Days&lt;br /&gt;
*Diminutive: 20 Days&lt;br /&gt;
*Fine: 10 Days&lt;br /&gt;
&lt;br /&gt;
Skilled laborers can be contracted to divide up the work. A Ship Yard can have as much as 50 people working on the same ship. Heavy 500 people. And Super Heavy 5,000 people. Cost may very based on the GM. But default suggestion would be $10,000 a day + completion bonus of 1/1000th the cost of the ship.&lt;/div&gt;</summary>
		<author><name>99.91.0.249</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Craft&amp;diff=2546</id>
		<title>Craft</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Craft&amp;diff=2546"/>
		<updated>2015-12-26T05:28:55Z</updated>

		<summary type="html">&lt;p&gt;99.91.0.249: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This skill encompasses several categories, each of them treated as a separate skill: [[-_Chemical|Craft (chemical)]], [[-_Electronic|Craft (electronic)]], [[-_Mechanical|Craft (mechanical)]], [[-_Pharmaceutical|Craft (pharmaceutical)]], [[-_Structural|Craft (structural)]]. This is similar behavior too Knowledge, Profession, Language skills. Each skill is also Rank Dependent. Some items require a certain rank or higher in a Crafting skill. Also in order to make master work items you need a rank of 3 or higher in a Craft skill. &lt;br /&gt;
&lt;br /&gt;
Below you will see instructions on how to edit the Character sheet manually. Instructions on manually editing a character sheet are boxed. For example:&lt;br /&gt;
&amp;lt;pre style=&amp;quot;white-space: pre-wrap; &lt;br /&gt;
white-space: -moz-pre-wrap; &lt;br /&gt;
white-space: -pre-wrap; &lt;br /&gt;
white-space: -o-pre-wrap; &lt;br /&gt;
word-wrap: break-word;&amp;quot;&amp;gt;&lt;br /&gt;
:Note: Crafting in most fantasy themed pen and paper games have a large list of crafting skills which include things such as visual art, and writing. This is in world where not every person is educated and literate. Where artisans have specialized crafts that take 1/2 a life time to learn and the other half to train a successor. However modern civilizations likely have there kids learn most of those things in schools. So in this universe Crafting is focused strictly on crafting and repairing useful items and ships/houses etc... For advanced writing of manuscripts, art work and so on pick a profession and if the action requires the Character be in-front of an audience then use the Preform skill. &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Craft skills are specifically focused on creating or repairing objects. To use a Craft skill effectively, a character must have a crafting kit specific to the craft (i.e: A Chemistry Kit) or some substitute for them. Without a kit a Character takes a -2 penalty when attempting to craft an item. The Character also cannot attempt to make a master worked item without the correct kit. An Advanced Crafting kit can provided a +2 bonus to crafting items.&lt;br /&gt;
&lt;br /&gt;
Crafting is also tied to repairing. Repairing just like making the item requires knowledge of the items construction. So if an item requires one time of Crafting skill to make it. It also requires that skill to repair it. However other crafting restrictions do not apply. For example if the item requires two skills for crafting the Character repairing it only needs ranks in one of those crafting skills in order to repair the item. Also the Character doesn&#039;t need to match the minimal skill rank requirement for making the item.&lt;br /&gt;
&lt;br /&gt;
== Crafting Costs ==&lt;br /&gt;
&lt;br /&gt;
Both Crafting and repairing require materials. Each craft has two types of materials. Normal and Advanced. Advanced is usually required for complicated equipment or master worked items. Advanced is always 3 times as costly as Normal material. In order to size up how much material you have on hand you can use Units just like Cargo Space for space ships. 1 Unit of materiel is 100Lbs and 1x1x1ft square of volume. The prices for 1 Unit of Normal Material is:&lt;br /&gt;
*Chemical: $250&lt;br /&gt;
*Electronic: $100&lt;br /&gt;
*Mechanical: $150&lt;br /&gt;
*Pharmaceutical: $500&lt;br /&gt;
*Structural: $100&lt;br /&gt;
&lt;br /&gt;
Items require 1/3rd there price worth of materials to make. Repairing usually takes 1/10th the price of an item. You do not have to buy crafting material in Unit increments. You can buy $10 or $335 at once. Units are just a way to organize spare material. This is because you may found yourself out in space far far away from a store that can provide with necessary materials. &lt;br /&gt;
&lt;br /&gt;
Procure Difficulty makes determining the amount of materials a tad more difficult. Any item that has a Procure Diff of +2 or more implies some special materials. This means you could not simply use already bought materials unless the Character specified that they bought materials to make the item with. This means that the Character will have to buy materials. There is a extra cost factored in to the materials specially for an item with a procure diff of 2 or more. Following the Procure Diff rules found [[Wealth_and_Money#Procure_Difficulty|here]]. The special materials should also be as hard to find as the procure diff suggests. Master worked items also bring a +1 to procure diff however when it comes to crafting this simply means that the item was crafted with the more expensive Advanced version of the materials and that the Character also has the required Crafting skill.&lt;br /&gt;
&lt;br /&gt;
== Craft Skill Checks ==&lt;br /&gt;
&lt;br /&gt;
When the player has the correct crafting skill and rank for the item. (The item should specify the crafting skill/rank) then the Character can attempt to make it. This requires a craft skill check too make sure the Character doesn&#039;t make a mistake in building the item. The default crafting DC for an genral equipment items is 10 unless specified otherwise. Weapons and Armor it is 12 unless specified otherwise. Master-worked items add a +5 to the DC. Structural items are divided up into 2 or 3 craft skill checks. Each DC is defaulted at 12. The Procure Difficulty also adds too the crafting of the item. Even if its just because its illegal. (Harding to craft something in secret in such a way that you wont get caught or leave evidence behind.). +1 per Procure Diff level.&lt;br /&gt;
&lt;br /&gt;
The Tech Level doesn&#039;t effect the DC of crafting an item. This only means that you cannot craft the item unless you have that level in the [[Tech|Tech]] skill.&lt;br /&gt;
&lt;br /&gt;
Failure means that the item is not made and 1/2 of the materials are wasted and 1/2 the time is also wasted before the person realizes the mistake. If it is a natural crit of 1 then 100% the materials and time are both wasted.&lt;br /&gt;
&lt;br /&gt;
== Crafting Time ==&lt;br /&gt;
&lt;br /&gt;
All crafting time is in 1 day increments. 1 day implies 8 to 10 hours of labor that will leave a Character with the [[Conditions#Fatigued|fatigued]] condition and require sleep to remove. If the Character then continues to do adventuring that same day before rest the Character gains the [[Conditions#Exhausted|exhausted]] condition.&lt;br /&gt;
&lt;br /&gt;
All Character items (Character items being items designed for use by a single character. For example: A weapon, suit of armor, personal computer, etc..) take 5 days to craft. This assumes that the item is being made to industrial standards and that part of the crafting process includes testing and clean up. The item once done could be sold at a store. The Character can choose to pause work. Or only work for half the day in order to not gain the fatigued condition. This however means that the Character will take an extra half day to finish the item. &lt;br /&gt;
&lt;br /&gt;
The Character can also reduce the time. Crafting facilities can do part of the crafting work automatically for the Character. They cost money to gain access unless of course the Character owns one. These work shops can allow the character to either build the item much faster. Or have to work less ever day. A basic work shop reduces the time in half round down. So for an item that takes 5 days to construct now only takes 2. Or 4 days of half day work. &lt;br /&gt;
&lt;br /&gt;
If the Character item doesn&#039;t specify the time then the default is 5 days. Items that require more time are usually personal items that are considered Large or Gigantic in size. If a Character item is considered Large then the default crafting time is 7 days. If it is Gigantic the default crafting time is 10 days. If the item is Large or Gigantic and it doesn&#039;t specify the crafting time then following the default 7 or 10 days respectively.&lt;br /&gt;
&lt;br /&gt;
Other Characters can help in the building or repairing of an item if they have the necessary crafting skill/ranks. The helping player can either take over for a half day so neither character takes the fatigued condition but the item still finished on time or the Character can attempt to assist in speeding up the building of the item. Either case the helping Character&#039;s player rolls for the assist. If the Characters are only dividing up the time between themselves then both Characters have to make successful craft checks. If just one of the Characters fails then the item is not made. If the Character is assisting then the roll acts like an skill assist. If the Character succeeds at the craft check a +2 bonus is added too the Character actually doing the crafting work. If it fails nothing negative happens the Character simply doesn&#039;t receive the +2 bonus. &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
If a Character succeeds at the crafting check with 5 or more higher then the DC then the Character can take a day of of working the item. An additional day for each 5 more the roll surpasses the DC.&lt;br /&gt;
&lt;br /&gt;
Large structural items such as a space ship, house or boat take much more time. And normally *require* work shops or some form of facility such as a docking bay for a space ship or a shipyard for a boat. These items should explain how many days it takes to craft the item if just a single person works on it. However if it doesn&#039;t assume that it would take 150 days. This accounts for working in a specially facility built to enable a Character to build such item. The only way to shorten the work is to add labor. There are no penalties for more people. You simply take the number of days and divide by the number of Character building and round up. Each Character has to have the required crafting skills. If a Character fails the skill check they simply do not build there part of the item. Someone else will have to pick up the slack. You can divide up this work however you may like. A Character can roll for only up to 10 days worth of work at a time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Repairing ==&lt;br /&gt;
&lt;br /&gt;
Repairing has the same DC rules as crafting. However for personal items it only takes either half day or a full day depending on the size of the item. Small Medium half day, Large gigantic full day. And the cost of materials is only 1/10th the cost of the item. In the case of procure diff has no effect on the materials or cost when repairing. There is a feat &amp;quot;Jerry Rigging&amp;quot; that allows a repair without the cost of the materials but the DC is +6. &lt;br /&gt;
&lt;br /&gt;
Repairing structures is different. Structures can have multi things that need repairing. Up to 10 different things can require repairs on a structure item before it is considered dilapidated and useless. Meaning that it would only be good for scrap. Each thing wrong with a structural item can take up to 10 days to repair and 1/10th the cost of the item. Multi people can work on the same broken item with the same rules as crafting the item. The &amp;quot;Jerry Rigging&amp;quot; feat still applies to structures but instead of effecting the materials it effects how long it takes to repair the item. Instead of 10 days. Just 1 day.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&lt;br /&gt;
*Crafting: &lt;br /&gt;
: In summary crafting requires materials and time. The Character must have the materials before they can attempt to build the item. When ready the player rolls a d20 for the appropriate craft skill check, (The item should provide which craft skill[s] is necessary) and if the craft check is passed the Character spends the allotted time (usual 5 days) building the item. During that time the Character will be Fatigued if they choose to go on an Adventure. If the craft check fails then the item is not made and 1/2 the materials and time are wasted.&lt;br /&gt;
&lt;br /&gt;
*Repairing:&lt;br /&gt;
: In summary repairing require materials and time. The Character must have the materials before they can attempt to repair the item. When ready the player rolls a d20 for the appropriate craft skill check which is based on the crafting skill, and if the craft check is passed the Character spends the allotted time (usually 1/2 or 1 full day) repairing the item. If the Character spends a full day doing repairs, then that Character will be Fatigued if they choose to go on an Adventure that same day. The &amp;quot;Jerry Rigging&amp;quot; feat can adjust materials or time. If the crafting check failed then the materials and time are wasted.&lt;br /&gt;
&lt;br /&gt;
Rules are slightly different when dealing with structures. The items are usually things such as cars, houses, space ships etc... Basically any item in the Weapons, Armor, General Equipment is *NOT* a structure. Also anything that the Character can carry around with them on there person is not considered a structure. Characters can divide up the work of building a structure. If not specified a structure takes 150 days to make. A special facility is always required for making a structure item.&lt;/div&gt;</summary>
		<author><name>99.91.0.249</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Jerry_Rigging&amp;diff=2545</id>
		<title>Jerry Rigging</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Jerry_Rigging&amp;diff=2545"/>
		<updated>2015-12-26T05:11:05Z</updated>

		<summary type="html">&lt;p&gt;99.91.0.249: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&#039;&#039;&#039;Benefit&#039;&#039;&#039;: This feat is very useful when needing to repair items on the go. This negates the need for materials when repairing personal items. And for Structure items such as a car, house, space ship the time to repair is reduced to 1/10th the original time. For Structural items you will still need materials though it just much faster. Learn more about repairing [[Craft#Repairing|here]].&lt;/div&gt;</summary>
		<author><name>99.91.0.249</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Jerry_Rigging&amp;diff=2544</id>
		<title>Jerry Rigging</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Jerry_Rigging&amp;diff=2544"/>
		<updated>2015-12-26T05:10:30Z</updated>

		<summary type="html">&lt;p&gt;99.91.0.249: Created page with &amp;quot; &amp;#039;&amp;#039;&amp;#039;Benefit&amp;#039;&amp;#039;&amp;#039;: This feat is very useful when needing to repair items on the go. This negates the need for materials when repairing personal items. And for Structure items suc...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&#039;&#039;&#039;Benefit&#039;&#039;&#039;: This feat is very useful when needing to repair items on the go. This negates the need for materials when repairing personal items. And for Structure items such as a car, house, space ship the time to repair is reduced to 1/10th the original time. For Structural items you will still need materials though it just much faster.&lt;/div&gt;</summary>
		<author><name>99.91.0.249</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Feats&amp;diff=2543</id>
		<title>Feats</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Feats&amp;diff=2543"/>
		<updated>2015-12-26T05:08:03Z</updated>

		<summary type="html">&lt;p&gt;99.91.0.249: /* Feats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039; THIS PAGE STILL REQUIRES EDITING! &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Below is the Feats table. It has a short summary description of the feat in question. However for more information please visit the page dedicated to the feat. Many feats have more verbose descriptions. &lt;br /&gt;
&lt;br /&gt;
==Feat Description Summary==&lt;br /&gt;
Here is the format for feat descriptions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feat Name&#039;&#039;&#039;: The name of the feat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;: A minimum ability score, another feat or feats, a minimum base attack bonus, and/or the minimum ranks in a skill that a character must have to acquire this feat. This entry is absent if a feat has no prerequisite.&lt;br /&gt;
A character can gain a feat at the same level at which he or she gains all the prerequisites.&lt;br /&gt;
A character can’t use a feat if the character has lost a prerequisite.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefit&#039;&#039;&#039;: What the feat enables a character to do.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Normal&#039;&#039;&#039;: What a character who does not have this feat is limited to or restricted from doing. If there is no particular drawback to not possessing the feat, this entry is absent.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special&#039;&#039;&#039;: Additional facts about the feat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;10px;&amp;quot;&lt;br /&gt;
|+ Table: Feats&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Feat&lt;br /&gt;
! Prerequisites&lt;br /&gt;
! Summary&lt;br /&gt;
|-&lt;br /&gt;
|[[Acrobatic|Acrobatic]]|| - ||+2 bonus on all Jump checks and Tumble checks.&lt;br /&gt;
|-&lt;br /&gt;
|[[Action Boost|Action Boost]]|| - ||Roll d8s instead of d6s when using an action point.&lt;br /&gt;
|-&lt;br /&gt;
|[[Advanced Combat Martial Arts|Advanced Combat Martial Arts]]|| Combat Martial Arts, Improved Combat Martial Arts, base attack bonus +8.|| When the character scores a critical hit with an unarmed strike, its triple damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[Advanced Firearms Proficiency|Advanced Firearms Proficiency]]|| - ||Fire any personal firearm on autofire without penalty.&lt;br /&gt;
|-&lt;br /&gt;
|[[Advanced Two-Weapon Fighting|Advanced Two-Weapon Fighting]]||  Dexterity 13, Two-Weapon Fighting, Im­proved Two-Weapon Fighting, base attack bonus +11.|| Gets a third attack with his or her offhand weapon as well as melee weapon along with a ranged weapon&lt;br /&gt;
|-&lt;br /&gt;
|[[Alien Weapons Proficiency|Alien Weapons Proficiency]]|| - ||No penalty when using any kind of alien weapon.&lt;br /&gt;
|-&lt;br /&gt;
|[[Agile Riposte|Agile Riposte]]|| Dexterity 13, Dodge.|| Make an attack of opportunity when an (Doge declared) opponent misses a melee attack  &lt;br /&gt;
|-&lt;br /&gt;
|[[Aircraft Operation|Aircraft Operation]]|| - ||Take no penalty on Pilot checks or attack rolls made when operating an aircraft.&lt;br /&gt;
|-&lt;br /&gt;
|[[Alertness|Alertness]]|| - ||The character gets a +2 bonus on all Listen checks and Spot checks. &lt;br /&gt;
|-&lt;br /&gt;
|[[Animal Affinity|Animal Affinity]]|| - ||The character gets a +2 bonus on all Handle Animal checks and Ride checks. &lt;br /&gt;
|-&lt;br /&gt;
|[[Archaic Weapons Proficiency|Archaic Weapons Proficiency]]|| - ||The character takes no penalty on attack rolls when using any kind of archaic weapon.&lt;br /&gt;
|-&lt;br /&gt;
|[[Armor Proficiency (light)|Armor Proficiency (light)]]|| - ||Ability to wear light armor and add the armor bonus.&lt;br /&gt;
|-&lt;br /&gt;
|[[Armor Proficiency (medium)|Armor Proficiency (medium)]]|| - ||See Armor Proficiency (light).&lt;br /&gt;
|-&lt;br /&gt;
|[[Armor Proficiency (heavy)|Armor Proficiency (heavy)]]|| Armor Proficiency (light), Armor Profi­ciency (medium).|| See Armor Proficiency (light).&lt;br /&gt;
|-&lt;br /&gt;
|[[Armor Proficiency (Powered)|Armor Proficiency (Powered)]]|| Armor Proficiency ( light) , Armor Proficiency (medium).|| When you wear powered armor, you may add the armor’s entire equipment bonus.&lt;br /&gt;
|-&lt;br /&gt;
|[[Athletic|Athletic]]|| - ||The character gets a +2 bonus on all Climb checks and Swim checks. &lt;br /&gt;
|-&lt;br /&gt;
|[[Attentive|Attentive]]|| - ||The character gets a +2 bonus on all Investigate checks and Sense Motive checks. &lt;br /&gt;
|-&lt;br /&gt;
|[[Blind-Fight|Blind-Fight]]|| - ||re-roll melee attacks that miss because of concealment. &lt;br /&gt;
|-&lt;br /&gt;
|[[Brawl|Brawl]]|| - ||Can make unarmed attacks more effectively.&lt;br /&gt;
|-&lt;br /&gt;
|[[Builder|Builder]]|| - ||Pick two of the following skills&lt;br /&gt;
|-&lt;br /&gt;
|[[Burst Fire|Burst Fire]]|| Wisdom 13, Personal Firearms Proficiency, Advanced Firearms Proficiency.|| Deal +2 dice of damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[Cautious|Cautious]]|| - ||+2 bonus on all Demolitions checks and Disable Device checks.&lt;br /&gt;
|-&lt;br /&gt;
|[[Cleave|Cleave]]|| Strength 13, Power Attack.|| Get an extra attack if your first attack causes its target to &amp;quot;drop&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Charismatic Plus|Charismatic Plus]]|| - ||You gain two talents from the Charismatic hero’s talent trees. &lt;br /&gt;
|-&lt;br /&gt;
|[[Combat Expertise|Combat Expertise]]|| - || Take a penalty of up to –5 on his or her attack roll and add the same number (up to +5) to AC.&lt;br /&gt;
|-&lt;br /&gt;
|[[Combat Martial Arts|Combat Martial Arts]]|| - ||Unarmed attacks count as armed&lt;br /&gt;
|-&lt;br /&gt;
|[[Combat Reflexes|Combat Reflexes]]|| - ||The maximum number of attacks of opportunity is now equal to the character’s Dexterity modifier + 1. &lt;br /&gt;
|-&lt;br /&gt;
|[[Combat Throw|Combat Throw]]|| - ||+2 bonus on opposed Strength and Dexterity checks any time the character attempts trip or grapple attacks&lt;br /&gt;
|-&lt;br /&gt;
|[[Confident|Confident]]|| - ||+2 bonus on all Intimidate checks, and on level checks to resist intimidation.&lt;br /&gt;
|-&lt;br /&gt;
|[[Craft Cybernetics|Craft Cybernetics]]|| Craft (electrical) 10 ranks, Craft (mechanical) 10 ranks, Knowledge (life sciences) 5 ranks.|| You can build cybernetic attachments.&lt;br /&gt;
|-&lt;br /&gt;
|[[Creative|Creative]]|| - ||Pick two skills, read description &lt;br /&gt;
|-&lt;br /&gt;
|[[Cybernetic Surgery|Cybernetic Surgery]]|| Treat Injury 8 ranks, Surgery.|| You can install or remove a cybernetic attachment.&lt;br /&gt;
|-&lt;br /&gt;
|[[Cybertaker|Cybertaker]]|| - ||The maximum number of cybernetic attachments you can have is increases by 1.&lt;br /&gt;
|-&lt;br /&gt;
|[[Dead Aim|Dead Aim]]|| Wisdom 13, Far Shot.|| Take a full round action to line up a shot for a bonus.&lt;br /&gt;
|-&lt;br /&gt;
|[[Deceptive|Deceptive]]|| - ||The character gets a +2 bonus on all Bluff checks and Disguise checks.&lt;br /&gt;
|-&lt;br /&gt;
|[[Dedicated Plus|Dedicated Plus]]|| - ||You gain two talents from the Dedicated hero’s talent trees.&lt;br /&gt;
|-&lt;br /&gt;
|[[Defensive Martial Arts|Defensive Martial Arts]]|| - ||+1 dodge bonus to Defense against melee attacks.&lt;br /&gt;
|-&lt;br /&gt;
|[[Dodge|Dodge]]|| - ||+1 dodge bonus to Defense against any subsequent attacks from a specified opponent.&lt;br /&gt;
|-&lt;br /&gt;
|[[Double Tap|Double Tap]]|| Dexterity 13, Point Blank Shot.|| –2 penalty on this attack, but deals +1 die of damage with a successful hit.&lt;br /&gt;
|-&lt;br /&gt;
|[[Drive-By Attack|Drive-By Attack]]|| - ||Takes no vehicle speed penalty when making an attack while in a moving vehicle&lt;br /&gt;
|-&lt;br /&gt;
|[[Educated|Educated]]|| - ||Pick two Knowledge skills. The character gets a +2 bonus on all checks with those skills.&lt;br /&gt;
|-&lt;br /&gt;
|[[Elusive Target|Elusive Target]]|| Dexterity 13, Defensive Martial Arts.|| Opponents that target you with a melee attack take a -4 penalty.&lt;br /&gt;
|-&lt;br /&gt;
|[[Endurance|Endurance]]|| - || +4 bonus on the following checks and saves, see list in description.&lt;br /&gt;
|-&lt;br /&gt;
|[[Exotic Firearms Proficiency|Exotic Firearms Proficiency]]|| Personal Firearms Proficiency, Advanced Firearms Proficiency.|| The character makes attack rolls with the weapon normally.&lt;br /&gt;
|-&lt;br /&gt;
|[[Exotic Melee Weapon Proficiency|Exotic Melee Weapon Proficiency]]|| - ||The character makes attack rolls with the weapon normally.&lt;br /&gt;
|-&lt;br /&gt;
|[[Fast Plus|Fast Plus]]|| - ||You gain two talents from the Fast hero’s talent trees.&lt;br /&gt;
|-&lt;br /&gt;
|[[Far Shot|Far Shot]]|| - ||Uses a firearm or other ranged weapons, its range increment increases by one-half&lt;br /&gt;
|-&lt;br /&gt;
|[[Focused|Focused]]|| - ||+2 bonus on all Balance checks and Concentration checks.&lt;br /&gt;
|-&lt;br /&gt;
|[[Force Stop|Force Stop]]|| Drive 4 ranks, Vehicle Expert.|| Character can force the other vehicle to a stop by nudging it into a controlled side­ways skid.&lt;br /&gt;
|-&lt;br /&gt;
|[[Frightful Presence|Frightful Presence]]|| Charisma 15, Intimidate 9 ranks.|| Opponents within 10 feet of Character take –2 penalty on attack rolls, saves, and skill checks.&lt;br /&gt;
|-&lt;br /&gt;
|[[Gearhead|Gearhead]]|| - ||+2 bonus on all Computer Use checks and Repair checks. &lt;br /&gt;
|-&lt;br /&gt;
|[[Great Cleave|Great Cleave]]|| Strength 13, Power Attack, Cleave, base attack bonus +4.|| As Cleave, except that the character has no limit to the number of times he or she can use it per round.&lt;br /&gt;
|-&lt;br /&gt;
|[[Great Fortitude|Great Fortitude]]|| - ||+2 bonus on all Constitution sav­ing throws.&lt;br /&gt;
|-&lt;br /&gt;
|[[Guide|Guide]]|| - ||+2 bonus on all Navigate checks and Survival checks. &lt;br /&gt;
|-&lt;br /&gt;
|[[Jack of all Trades|Jack of all Trades]]|| - ||You can use any skill untrained.(May remove... seams a little OP)&lt;br /&gt;
|-&lt;br /&gt;
|[[Jerry Rigging|Jerry Rigging]] || - || You can repair items without material costs. You can repair structures in 1/10th the time.&lt;br /&gt;
|-&lt;br /&gt;
|[[Heroic Surge|Heroic Surge]]|| - ||The character may take an extra move action or attack action in a round.&lt;br /&gt;
|-&lt;br /&gt;
|[[Improved Brawl|Improved Brawl]]|| Brawl, base attack bonus +3.|| When making an unarmed attack, the character receives a +2 bonus on his or her attack roll.&lt;br /&gt;
|-&lt;br /&gt;
|[[Improved Bull Rush|Improved Bull Rush]]|| Strength 13, Power Attack.|| When performing a bull rush, the character does not provoke an attack of opportunity.&lt;br /&gt;
|-&lt;br /&gt;
|[[Improved Combat Martial Arts|Improved Combat Martial Arts]]|| Combat Martial Arts, base attack bonus +4.|| The character’s threat range on an unarmed strike im­proves to 19–20.&lt;br /&gt;
|-&lt;br /&gt;
|[[Improved Combat Throw|Improved Combat Throw]]|| Defensive Martial Arts, Combat Throw, base attack bonus +3.|| In melee combat, if an opponent attacks and misses the character, the character may immediately make a trip attack against the opponent.&lt;br /&gt;
|-&lt;br /&gt;
|[[Improved Damage Threshold|Improved Damage Threshold]]|| - ||The character increases his or her massive damage threshold by 3 points.&lt;br /&gt;
|-&lt;br /&gt;
|[[Improved Disarm|Improved Disarm]]|| Intelligence 13, Combat Expertise.|| The character does not provoke an attack of opportunity when the character attempts to disarm an opponent&lt;br /&gt;
|-&lt;br /&gt;
|[[Improved Feint|Improved Feint]]|| Intelligence 13, Brawl, Streetfighting.|| +2 bonus on Bluff checks made to feint in melee combat.&lt;br /&gt;
|-&lt;br /&gt;
|[[Improved Initiative|Improved Initiative]]|| - ||+4 circumstance bonus on initiative checks.&lt;br /&gt;
|-&lt;br /&gt;
|[[Improved Knockout Punch|Improved Knockout Punch]]|| Brawl, Knockout Punch, base attack bonus +6.|| First unarmed attack against a flat-footed opponent is automatically considered critical hit if successful.&lt;br /&gt;
|-&lt;br /&gt;
|[[Improved Trip|Improved Trip]]|| Intelligence 13, Combat Expertise.|| The character does not provoke an attack of opportunity when the character tries to trip an opponent while the character is unarmed.&lt;br /&gt;
|-&lt;br /&gt;
|[[Improved Two-Weapon Fighting|Improved Two-Weapon Fighting]]|| Dexterity 13, Two-Weapon Fighting, base attack bonus +6.|| The character gets a second attack with his or her offhand weapon, albeit at a –5 penalty.&lt;br /&gt;
|-&lt;br /&gt;
|[[Iron Will|Iron Will]]|| - ||+2 bonus on all Wisdom saving throws.&lt;br /&gt;
|-&lt;br /&gt;
|[[Knockout Punch|Knockout Punch]]|| Brawl, base attack bonus +3.|| When making the character’s first unarmed attack against a flat-footed opponent, treat a successful attack as a critical hit.&lt;br /&gt;
|-&lt;br /&gt;
|[[Lightning Reflexes|Lightning Reflexes]]|| - ||+2 bonus on all Dexterity saving throws.&lt;br /&gt;
|-&lt;br /&gt;
|[[Low Profile|Low Profile]]|| - ||Reduce the character’s Reputation bonus by 3 points.&lt;br /&gt;
|-&lt;br /&gt;
|[[Mastercrafter|Mastercrafter]]|| Craft (electrical) 8 ranks, Craft (mechanical) 8 ranks.|| Can craft masterworked items. &lt;br /&gt;
|-&lt;br /&gt;
|[[Medical Expert|Medical Expert]]|| - ||+2 bonus on all Craft (pharmaceutical) checks and Treat Injury checks.&lt;br /&gt;
|-&lt;br /&gt;
|[[Meticulous|Meticulous]]|| - ||+2 bonus on all Decipher Script and Perception checks.&lt;br /&gt;
|-&lt;br /&gt;
|[[Mobility|Mobility]]|| Dexterity 13, Dodge.||+4 dodge bonus to AC against attacks of opportunity provoked when the character moves out of a threatened square.&lt;br /&gt;
|-&lt;br /&gt;
|[[Nerve Pinch|Nerve Pinch]]|| Combat Martial Arts, base attack bonus +4.|| Preform a melee attack that can paralyze the target.&lt;br /&gt;
|-&lt;br /&gt;
|[[Nimble|Nimble]]|| - ||+2 bonus on all Escape Artist checks and Sleight of Hand checks.&lt;br /&gt;
|-&lt;br /&gt;
|[[Oathbound|Oathbound]]|| At least one declared allegiance.|| Choose one of your allegiances. &lt;br /&gt;
|-&lt;br /&gt;
|[[Personal Firearms Proficiency|Personal Firearms Proficiency]]|| - ||The character can fire any personal firearm without penalty.&lt;br /&gt;
|-&lt;br /&gt;
|[[Point Blank Shot|Point Blank Shot]]|| - ||The character gets a +1 bonus on attack and damage rolls with ranged weapons against opponents within 30 feet.&lt;br /&gt;
|-&lt;br /&gt;
|[[Power Attack|Power Attack]]|| - ||Take points away from hitting a target and add them to damage dealt if successful. &lt;br /&gt;
|-&lt;br /&gt;
|[[Planetary Adaption|Planetary Adaption]]|| - ||You gain one of the benefits listed in the description, depending on your planet of origin.&lt;br /&gt;
|-&lt;br /&gt;
|[[Precise Shot|Precise Shot]]|| - ||The character can shoot or throw ranged weapons at an opponent engaged in melee without penalty.&lt;br /&gt;
|-&lt;br /&gt;
|[[Salvage|Salvage]]|| - ||Salvaging a destroyed vehicle, mecha, starship, robot, or cybernetic attachment takes time.&lt;br /&gt;
|-&lt;br /&gt;
|[[Smart Plus|Smart Plus]]|| - ||You gain two talents from the Smart hero’s talent trees.&lt;br /&gt;
|-&lt;br /&gt;
|[[Spacer|Spacer]]|| - ||+2 bonus on Computer Use checks made to use onboard spacecraft computer systems.&lt;br /&gt;
|-&lt;br /&gt;
|[[Starship Battle Run|Starship Battle Run]]|| - ||When using an attack action with a starship ranged weapon, you can move both before and after the attack&lt;br /&gt;
|-&lt;br /&gt;
|[[Starship Dodge|Starship Dodge]]|| - ||+1 dodge bonus to your ship’s Defense against attacks.&lt;br /&gt;
|-&lt;br /&gt;
|[[Starship Feint|Starship Feint]]|| - ||+2 bonus on Bluff checks made to feint in starship combat.&lt;br /&gt;
|-&lt;br /&gt;
|[[Starship Gunnery|Starship Gunnery]]|| - ||You do not take a penalty on attack rolls when firing a starship weapon.&lt;br /&gt;
|-&lt;br /&gt;
|[[Starship Mobility|Starship Mobility]]|| - ||+4 dodge bonus to your ship’s Defense against attacks of opportunity caused when you move out of or within a starship’s threatened area.&lt;br /&gt;
|-&lt;br /&gt;
|[[Starship Operation|Starship Operation]]|| - ||When operating a starship of the selected type, you take no penalty on Pilot checks made when operating the starship.&lt;br /&gt;
|-&lt;br /&gt;
|[[Starship Strafe|Starship Strafe]]|| - ||When using a starship’s ranged weapon on autofire, you can affect an area four 500-foot squares long and one 500-foot square wide.&lt;br /&gt;
|-&lt;br /&gt;
|[[Strong Plus|Strong Plus]]|| - ||You gain two talents from the Strong hero’s talent trees.&lt;br /&gt;
|-&lt;br /&gt;
|[[Tough Plus|Tough Plus]]|| - ||You gain two talents from the Tough hero’s talent trees.&lt;br /&gt;
|-&lt;br /&gt;
|[[Quick Draw|Quick Draw]]|| - ||The character can draw a weapon as a free action.&lt;br /&gt;
|-&lt;br /&gt;
|[[Quick Reload|Quick Reload]]|| - ||Reloading a firearm with an already filled box magazine or speed loader is a free action.&lt;br /&gt;
|-&lt;br /&gt;
|[[Renown|Renown]]|| - ||The character’s Reputation bonus increases by +3.&lt;br /&gt;
|-&lt;br /&gt;
|[[Run|Run]]|| - ||When running, the character moves a maximum of five times his or her normal speed instead of four times.&lt;br /&gt;
|-&lt;br /&gt;
|[[Shot on the Run|Shot on the Run]]|| Dexterity 13, Point Blank Shot, Dodge, Mobility.|| When using an attack action with a ranged weap­on, the character can move both before and after the attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[Simple Weapons Proficiency|Simple Weapons Proficiency]]|| - ||The character makes attack rolls with simple weapons normally.&lt;br /&gt;
|-&lt;br /&gt;
|[[Skip Shot|Skip Shot]]|| Point Blank Shot, Precise Shot.|| Character may ignore cover between the character and the target in certain conditions.  &lt;br /&gt;
|-&lt;br /&gt;
|[[Spring Attack|Spring Attack]]|| Dexterity 13, Dodge, Mobility, base attack bonus +4.|| When using an attack action with a melee weapon, the character can move both before and after the attack.(This breaks current combat rules)&lt;br /&gt;
|-&lt;br /&gt;
|[[Stealthy|Stealthy]]|| - ||+2 bonus on all Hide checks and Move Silently checks. &lt;br /&gt;
|-&lt;br /&gt;
|[[Strafe|Strafe]]|| Personal Firearms Proficiency, Advanced Firearms Proficiency.|| When using a firearm on autofire, the character can affect an area four 5-foot squares long and one square wide.&lt;br /&gt;
|-&lt;br /&gt;
|[[Streetfighting|Streetfighting]]|| Brawl, base attack bonus +2.|| Character can deal an extra 1d4 points of damage under certain conditions. &lt;br /&gt;
|-&lt;br /&gt;
|[[Studious|Studious]]|| - ||+2 bonus on all Decipher Script checks and Study checks. &lt;br /&gt;
|-&lt;br /&gt;
|[[Sunder|Sunder]]|| Strength 13, Power Attack.|| When attempting to sunder CMO the character does not provoke an attack of opportunity.&lt;br /&gt;
|-&lt;br /&gt;
|[[Surface Vehicle Operation|Surface Vehicle Operation]]|| - ||The character takes no penalty on Drive checks or attack rolls made when operating a surface vehicle of the selected class.&lt;br /&gt;
|-&lt;br /&gt;
|[[Surgery|Surgery]]|| - ||The character can use the Treat Injury skill to perform surgery without penalty.&lt;br /&gt;
|-&lt;br /&gt;
|[[Toughness|Toughness]]|| - ||The character gains +3 hit points.&lt;br /&gt;
|-&lt;br /&gt;
|[[Track|Track]]|| - ||A character can take an extra survival check when tracking&lt;br /&gt;
|-&lt;br /&gt;
|[[Trustworthy|Trustworthy]]|| - ||+2 bonus on all Diplomacy checks.&lt;br /&gt;
|-&lt;br /&gt;
|[[Two-Weapon Fighting|Two-Weapon Fighting]]|| - ||The character’s penalties for fighting with two weapons are lessened.&lt;br /&gt;
|-&lt;br /&gt;
|[[Unbalance Opponent|Unbalance Opponent]]|| Defensive Martial Arts, base attack bonus +6.|| A target opponent no longer gets to add Str modifier to attack roles when targeting you. &lt;br /&gt;
|-&lt;br /&gt;
|[[Vehicle Dodge|Vehicle Dodge]]|| Dexterity 13, Drive 6 ranks or Pilot 6 ranks, Vehicle Expert.|| +1 dodge bonus to Defense against attacks while in vehicle.&lt;br /&gt;
|-&lt;br /&gt;
|[[Vehicle Expert|Vehicle Expert]]|| - ||+2 bonus on all Pilot checks.&lt;br /&gt;
|-&lt;br /&gt;
|[[Weapon Finesse|Weapon Finesse]]|| Proficient with weapon, base attack bonus +1.|| Use Dexterity modifier instead of Strength modifier on attack rolls.&lt;br /&gt;
|-&lt;br /&gt;
|[[Weapon Focus|Weapon Focus]]|| Proficient with weapon, base attack bonus +1.||+1 bonus on all attack rolls he or she makes using the selected weapon.&lt;br /&gt;
|-&lt;br /&gt;
|[[Whirlwind Attack|Whirlwind Attack]]|| Dexterity 13, Intelligence 13, Dodge, Mobility, Spring Attack, Combat Expertise, base attack bonus +4.||Make one melee attack at the character’s highest base attack bonus against each adjacent opponent.&lt;br /&gt;
|-&lt;br /&gt;
|[[Wild Talent|Wild Talent]] || - ||Select one 0-level psionic power. &lt;br /&gt;
|-&lt;br /&gt;
|[[Windfall|Windfall]]|| - ||The character’s Credit bonus increases by +3.&lt;br /&gt;
|-&lt;br /&gt;
|[[Ulta Immune System|Ulta Immune System]]|| - ||You gain a +2 bonus on Constitution saving throws to resist poisons, diseases, and radiation sickness.&lt;br /&gt;
|-&lt;br /&gt;
|[[Urban Tracking|Urban Tracking]]|| - ||You can use Diplomacy checks to track down and individual. &lt;br /&gt;
|-&lt;br /&gt;
|[[Xenomedic|Xenomedic]]|| Knowledge (earth and life sciences) 6 ranks, Treat Injury 6 ranks, Surgery.||Use the Treat Injury skill on a living creature regardless of its type, without penalty.&lt;br /&gt;
|-&lt;br /&gt;
|[[Zero-G Training|Zero-G Training]]|| Dexterity 13, Tumble 4 ranks.|| You take no penalty on attack rolls in low-gravity or zero-gravity environments.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Old Rules: We may be using some of these feats or remaking them later==&lt;br /&gt;
&lt;br /&gt;
These feats are in addition to the Pathfinder Roleplaying Game core rules and can be used by any class.&lt;br /&gt;
&lt;br /&gt;
Modern firearms are considered to be advanced firearms in reference to any other core feats.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Feat&lt;br /&gt;
! Prerequisite&lt;br /&gt;
! Benefit&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Brawl||-||+1 CMB &amp;amp; CMD; 1d6 non-lethal damage unarmed strike&lt;br /&gt;
|-&lt;br /&gt;
|Builder||-||+2 bonus on all Craft skill checks and make checks untrained&lt;br /&gt;
|-&lt;br /&gt;
|Business Savvy||-||+2 on Knowledge (business) &amp;amp; Knowledge (civics)&lt;br /&gt;
|-&lt;br /&gt;
|Cautious||-||+2 Craft (explosives) &amp;amp; Disable Device&lt;br /&gt;
|-&lt;br /&gt;
|Computer Backdoor||Know (technology) 1 rank||Install a hidden computer code&lt;br /&gt;
|-&lt;br /&gt;
|Computer Charm||Know (technology) 1 rank||Add Knowledge (technology) to Charisma checks&lt;br /&gt;
|-&lt;br /&gt;
|Computer Code Monkey||Know (technology) 1 rank||Read and write computer code&lt;br /&gt;
|-&lt;br /&gt;
|Computer False Trail||Know (technology) 1 rank||Implement a computer false trail&lt;br /&gt;
|-&lt;br /&gt;
|Computer Stealth||Know (technology) 1 rank||Hide from computer security&lt;br /&gt;
|-&lt;br /&gt;
|Confident||-||+2 on all Intimidate and Profession (gamble)&lt;br /&gt;
|-&lt;br /&gt;
|Creative||-||+2 bonus on all Perform skill checks and make checks untrained&lt;br /&gt;
|-&lt;br /&gt;
|Critical Brawl||Brawl||Unarmed strike improves to 19-20&lt;br /&gt;
|-&lt;br /&gt;
|Drive-By Attack||Profession (driver, pilot, or sailor)||No vehicle speed penalty when attacking in a moving vehicle&lt;br /&gt;
|-&lt;br /&gt;
|Educated||-||+2 bonus on two Knowledge skill checks&lt;br /&gt;
|-&lt;br /&gt;
|Elusive Target||Dex 13+||+2 dodge bonus to AC against ranged attacks.&lt;br /&gt;
|-&lt;br /&gt;
|Fleet of Foot||Run||You can turn corners without losing momentum.&lt;br /&gt;
|-&lt;br /&gt;
|Focused||-||+2 bonus on all Appraise and Perception checks&lt;br /&gt;
|-&lt;br /&gt;
|Force Stop||Profession (driver) 2 ranks||Force another vehicle to a stop&lt;br /&gt;
|-&lt;br /&gt;
|Gear Head||-||+2 bonus on Craft (electronic) &amp;amp; Craft (mechanical)&lt;br /&gt;
|-&lt;br /&gt;
|Guide||-||+2 bonus on all Knowledge (geography) &amp;amp; Knowledge (nature)&lt;br /&gt;
|-&lt;br /&gt;
|Improved Brawl||Brawl||+2 CMB; 1d8 non-lethal damage with unarmed strike.&lt;br /&gt;
|-&lt;br /&gt;
|Improved Critical Brawl||Critical Brawl||Unarmed critical strikes deal extra damage&lt;br /&gt;
|-&lt;br /&gt;
|Improved Knockout Punch||Knockout Punch||Non-lethal unarmed strike critical does triple damage&lt;br /&gt;
|-&lt;br /&gt;
|Knockout Punch||Brawl||Non-lethal damage unarmed strike is automatic critical&lt;br /&gt;
|-&lt;br /&gt;
|Medical Expert||-||+2 bonus on all Craft (pharmaceutical) and Heal checks&lt;br /&gt;
|-&lt;br /&gt;
|Nimble||-||+2 bonus on all Escape Artist and Sleight of Hand&lt;br /&gt;
|-&lt;br /&gt;
|Street Fighting||Brawl||+1d4 damage 1 per round with unarmed attack or light weapon&lt;br /&gt;
|-&lt;br /&gt;
|Studious||-||+2 bonus on all Linguistics and Perception checks&lt;br /&gt;
|-&lt;br /&gt;
|Surgery||Heal 2 ranks||Use the Heal skill to perform surgery&lt;br /&gt;
|-&lt;br /&gt;
|Talented||Modern Hero Class Only||You gain a Talent from the Modern Hero Class&lt;br /&gt;
|-&lt;br /&gt;
|Tracker||-||+2 bonus to Perception and Survival skill&lt;br /&gt;
|-&lt;br /&gt;
|Trustworthy||-||+2 bonus on all Diplomacy checks and Bluff checks&lt;br /&gt;
|-&lt;br /&gt;
|Unbalance Opponent||Brawl||Opponent doesn&#039;t get to add Strength modifier to hit&lt;br /&gt;
|-&lt;br /&gt;
|Vehicle Dodge||Profession (driver, pilot, or sailor)||+2 dodge to Defense against attacks from a vehicle&lt;br /&gt;
|-&lt;br /&gt;
|Vehicle Expert||-||Add Dex modifier to Profession (driver, pilot, or sailor)&lt;br /&gt;
|-&lt;br /&gt;
|Vehicle Specialization||De.||+3 bonus on Profession (driver, pilot, or sailor) checks&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Detailed Feat Descriptions ==&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;u&amp;gt;Brawl&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The character knows how to fight unarmed, dealing greater damage with his hands and feet.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Benefit&#039;&#039;&#039;: You gain a +1 bonus on your CMB and CMD. Unarmed attack nonlethal damage increases to 1d6 + Strength modifier.&lt;br /&gt;
&lt;br /&gt;
Normal: Unarmed attacks normally deal nonlethal damage equal to 1d3 + Strength modifier.&lt;br /&gt;
;&amp;lt;u&amp;gt;Builder&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The character can create useful items and structures with the right tools.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Benefit&#039;&#039;&#039;: You gain a +2 bonus on all Craft skill checks and can make checks with those skills untrained.&lt;br /&gt;
;&amp;lt;u&amp;gt;Business Savvy&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The character knows his way around the office, boardroom and sales floor of the business world.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Benefit&#039;&#039;&#039;: You gain a +2 bonus to Knowledge (civics) and Knowledge (business.)&lt;br /&gt;
&lt;br /&gt;
If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.&lt;br /&gt;
;&amp;lt;u&amp;gt;Cautious&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The character understands that delicate devices require a patient touch.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Benefit&#039;&#039;&#039;: You gain a +2 bonus on Craft (explosives) and Disable Device.&lt;br /&gt;
&lt;br /&gt;
If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.&lt;br /&gt;
;&amp;lt;u&amp;gt;Computer Backdoor&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;: Knowledge (technology) 1 rank.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Benefit&#039;&#039;&#039;: Install a hidden computer code.&lt;br /&gt;
&lt;br /&gt;
After successfully breaking into a specific computer system, the character can install a “backdoor,” a piece of code making it easier to break into that particular system in the future. Writing and installing the program requires a Knowledge (technology) check (see chart below)  but once successfully installed it automatically defeats that system&#039;s security upon return trips.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Level of Security&lt;br /&gt;
! DC&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Minimum||25&lt;br /&gt;
|-&lt;br /&gt;
|Average||30&lt;br /&gt;
|-&lt;br /&gt;
|Exceptional||40&lt;br /&gt;
|-&lt;br /&gt;
|Maximum||45&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It is important to keep backdoors hidden from the system administrator, who is always on the lookout for such invasions. A backdoor automatically allows the character entrance to a particular system, but every time he uses it he must make an opposed Knowledge (technology) check against the administrator. Failure means the backdoor is discovered and will be deleted before the next time the character returns.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|System Admin Attitude&lt;br /&gt;
! Knowledge (tech) Modifier&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Lazy/Overconfident||-4&lt;br /&gt;
|-&lt;br /&gt;
|Indifferent||-2&lt;br /&gt;
|-&lt;br /&gt;
|Competent||0&lt;br /&gt;
|-&lt;br /&gt;
|Proactive||+2&lt;br /&gt;
|-&lt;br /&gt;
|Aggressive||+4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;u&amp;gt;Computer Charm&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;: Knowledge (technology) 1 rank.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Benefit&#039;&#039;&#039;: Add Knowledge (technology) to Charisma checks.&lt;br /&gt;
&lt;br /&gt;
When attempting to use a Charisma based skill such a Bluff, Intimidate, or Diplomacy in an online situation, the character adds his Knowledge (technology) skill ranks as a bonus.&lt;br /&gt;
;&amp;lt;u&amp;gt;Computer Code Monkey&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;: Knowledge (technology) 1 rank.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Benefit&#039;&#039;&#039;: Read and write computer code.&lt;br /&gt;
&lt;br /&gt;
The character can understand both the nature of raw computer code and what the program is intended to accomplish when implemented.&lt;br /&gt;
&lt;br /&gt;
On a successful Knowledge (technology) check (DC 10 + Knowledge (technology) skill modifier of the code&#039;s author) the character can determine both the function of the program and any bugs or potential weak points in the design.&lt;br /&gt;
&lt;br /&gt;
If weak points are found, the character gains a +2 insight bonus on Knowledge (technology) checks attempting to degrade the program&lt;br /&gt;
;&amp;lt;u&amp;gt;Computer False Trail&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;: Knowledge (technology) 1 rank.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Benefit&#039;&#039;&#039;: Implement a computer false trail.&lt;br /&gt;
&lt;br /&gt;
When covering his electronically tracks through the internet, the character can lay in a false trail.&lt;br /&gt;
&lt;br /&gt;
With a successful Knowledge (technology) DC 25 check, the character imposes a –5 penalty on any attempt to trace him (as described in the Defend Security function of the Knowledge (technology) skill.&lt;br /&gt;
&lt;br /&gt;
If the trace fails by 10 or more points, the tracker follows the character&#039;s false trail to an innocent internet address. If the trace fails by less than 10 points, the tracker immediately realizes the trail is bogus and can make a new check.&lt;br /&gt;
;&amp;lt;u&amp;gt;Computer Stealth&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;: Knowledge (technology) 1 rank.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Benefit&#039;&#039;&#039;: Hide from computer security.&lt;br /&gt;
&lt;br /&gt;
When the character attempts to defeat computer security, the administrator is alerted only if the character fails his Knowledge (technology) check by 10 or more.&lt;br /&gt;
;&amp;lt;u&amp;gt;Confident&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The character excels at Intimidation and Gambling.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Benefit&#039;&#039;&#039;: You gain a +2 bonus on Intimidate and Profession (gambler.)&lt;br /&gt;
&lt;br /&gt;
If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.&lt;br /&gt;
;&amp;lt;u&amp;gt;Creative&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The character has an eye for art, an ear for music and a gift to entertain.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Benefit&#039;&#039;&#039;: You gain a +2 bonus on all Perform skill checks and can make checks with those skills untrained.&lt;br /&gt;
;&amp;lt;u&amp;gt;Critical Brawl&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The character&#039;s unarmed strikes have a higher threat range.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;: Brawl.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Benefit&#039;&#039;&#039;: The character&#039;s threat range on an unarmed strike improves to 19-20.&lt;br /&gt;
&lt;br /&gt;
Normal: A character without this feat threatens a critical hit with an unarmed strike only on a 20.&lt;br /&gt;
;&amp;lt;u&amp;gt;Drive-By Attack&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While operating a vehicle, you can move, strike at a foe and then continue moving.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;: 1 rank in Profession (driver, pilot, or sailor.)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Benefit&#039;&#039;&#039;: If the character is the operator of the vehicle, he or he can take a standard action at any point along the vehicle&#039;s movement.&lt;br /&gt;
;&amp;lt;u&amp;gt;Educated&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The character has received schooling on a variety of subjects.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Benefit&#039;&#039;&#039;: You gain a +2 bonus on all Knowledge skill checks and can make checks with those skills untrained.&lt;br /&gt;
;&amp;lt;u&amp;gt;Elusive Target&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The character gains a +4 dodge bonus to AC against ranged attacks.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;: Dex 13+ required.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Benefit&#039;&#039;&#039;: You gain a +4 dodge bonus to AC against ranged attacks.&lt;br /&gt;
;&amp;lt;u&amp;gt;Fleet of Foot&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The character can turn corners without losing momentum.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;: Run.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Benefit&#039;&#039;&#039;: When running or charging, you can make a single direction change of 90° or less.&lt;br /&gt;
&lt;br /&gt;
Normal: Without this feat, you can run or charge only in a straight line.&lt;br /&gt;
;&amp;lt;u&amp;gt;Focused&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The character is very perceptive and examines things closely.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Benefit&#039;&#039;&#039;: You gain +2 bonus on Appraise and Perception.&lt;br /&gt;
&lt;br /&gt;
If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.&lt;br /&gt;
;&amp;lt;u&amp;gt;Force Stop&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When operating a vehicle, the character can force another vehicle to a stop.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;: 2 ranks in Profession (driver.)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Benefit&#039;&#039;&#039;: When the character attempts a sideswipe stunt with a land based vehicle, you can force the other vehicle to a stop by nudging it into a controlled sideways skid. In addition to the normal requirements for attempting a sideswipe stunt, the character must have sufficient movement remaining to move a number of squares equal to the character&#039;s turn number.&lt;br /&gt;
&lt;br /&gt;
After succeeding on the check to attempt the sideswipe, the character makes a Profession (driver) check opposed by the other driver. If the character succeeds, turn the other vehicle 90 degrees across the front of the characters, so that they form a tee.&lt;br /&gt;
&lt;br /&gt;
Move them forward a distance equal to the character&#039;s Profession (driver) total ranks. The vehicles end their movement at that location, at stationary speed and take their normal sideswipe damage.&lt;br /&gt;
;&amp;lt;u&amp;gt;Gear Head&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The character excels at working on electronic &amp;amp; mechanical items.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Benefit&#039;&#039;&#039;: You gain a +2 bonus on Craft (electronic &amp;amp; mechanical.)&lt;br /&gt;
&lt;br /&gt;
If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.&lt;br /&gt;
;&amp;lt;u&amp;gt;Guide&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The character knows the lay of the land.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Benefit&#039;&#039;&#039;: You gain +2 bonus on Knowledge (geography &amp;amp; nature.) &lt;br /&gt;
&lt;br /&gt;
If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.&lt;br /&gt;
;&amp;lt;u&amp;gt;Improved Brawl&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The character knows how to fight unarmed, dealing greater damage with his hands and feet.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;: Brawl.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Benefit&#039;&#039;&#039;: You gain a +2 bonus on your CMB and the character deals nonlethal damage equal to 1d8 + the character&#039;s Strength modifier.&lt;br /&gt;
&lt;br /&gt;
Normal: Unarmed attacks normally deal nonlethal damage equal to 1d3 + Strength modifier.&lt;br /&gt;
;&amp;lt;u&amp;gt;Improved Critical Brawl&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The character&#039;s unarmed critical strikes deal extra damage.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;: Critical Brawl.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Benefit&#039;&#039;&#039;: When the character scores a critical hit on an opponent with an unarmed strike, the character deals triple damage.&lt;br /&gt;
&lt;br /&gt;
Normal: An unarmed strike critical hit deals double damage.&lt;br /&gt;
;&amp;lt;u&amp;gt;Knockout Punch&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The character can deliver a non-lethal, unarmed strike that does some serious damage.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;: Brawl.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Benefit&#039;&#039;&#039;: When making the character&#039;s first unarmed attack, treat a successful attack as a critical hit. This damage is nonlethal damage.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Special&#039;&#039;&#039;: Even if the character has the ability to treat unarmed damage as lethal damage, the damage from a knockout punch is always nonlethal.&lt;br /&gt;
;&amp;lt;u&amp;gt;Medical Expert&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The character has been trained in the areas of pharmaceuticals and the medical care of others.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Benefit&#039;&#039;&#039;: You gain a +2 bonus on Craft (pharmaceutical) and Heal.&lt;br /&gt;
&lt;br /&gt;
If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.&lt;br /&gt;
;&amp;lt;u&amp;gt;Nimble&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The character is adept at slipping through bonds and hiding things in plain sight.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Benefit&#039;&#039;&#039;: You gain a +2 bonus on Escape Artist and Sleight of Hand.&lt;br /&gt;
&lt;br /&gt;
If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.&lt;br /&gt;
;&amp;lt;u&amp;gt;Street Fighting&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The character has picked up a few dirty tricks along the way that make hits hurt just a little more.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;: Brawl.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Benefit&#039;&#039;&#039;: Once per round, if the character makes a successful melee attack with an unarmed strike or a light weapon, the character deals an extra 1d4 points of damage.&lt;br /&gt;
;&amp;lt;u&amp;gt;Studious&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The character has spent many hours studying academia and is quick to pick up new information.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Benefit&#039;&#039;&#039;: You gain a +2 bonus on Linguistics and Perception.&lt;br /&gt;
&lt;br /&gt;
If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.&lt;br /&gt;
;&amp;lt;u&amp;gt;Surgery&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Use the Heal skill to perform surgery.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;: 2 ranks in the skill Heal.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Benefit&#039;&#039;&#039;: With a surgery kit, a character can conduct field surgery with a successful Heal skill check.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;u&amp;gt;Surgery&amp;lt;/u&amp;gt; requires 1d4 hours; if the patient is at negative hit points, add an additional hour for every point below 0 the patient has fallen.&lt;br /&gt;
&lt;br /&gt;
Each 1d6 of healing adds a + 1 to the DC modifier.&lt;br /&gt;
&lt;br /&gt;
The DC is 10 + 1 per d6 of healing.&lt;br /&gt;
&lt;br /&gt;
The surgeon can restore up to the patient&#039;s full normal total of hit points, with a successful skill check.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;u&amp;gt;Surgery&amp;lt;/u&amp;gt; can only be used successfully on a character once in a 24-hour period.&lt;br /&gt;
;&amp;lt;u&amp;gt;Talented&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You gain a Talent from the Modern Hero Class.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;: Modern Hero Class Only.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Benefit&#039;&#039;&#039;: You gain a Talent from the Modern Hero Class.&lt;br /&gt;
;&amp;lt;u&amp;gt;Tracker&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The character gains a +2 bonus to the Perception and Survival skill.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Benefit&#039;&#039;&#039;: You gain a +2 bonus to Perception and Survival.&lt;br /&gt;
&lt;br /&gt;
If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.&lt;br /&gt;
;&amp;lt;u&amp;gt;Trustworthy&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The character gains a +2 bonus on all Diplomacy checks and Bluff checks.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Benefit&#039;&#039;&#039;: You gain a +2 bonus on Diplomacy and Bluff.&lt;br /&gt;
&lt;br /&gt;
If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.&lt;br /&gt;
;&amp;lt;u&amp;gt;Unbalance Opponent&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Opponent doesn&#039;t add Strength to attack, CMB and CMD against the character.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;: Brawl.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Benefit&#039;&#039;&#039;: You can, with a successful combat maneuver, deny an opponent his Strength bonus to his attack rolls, CMB and CMD, for one round. This will not function on opponents a size category larger or more than you.&lt;br /&gt;
;&amp;lt;u&amp;gt;Vehicle Dodge&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The character gains a +2 dodge to his vehicle&#039;s Armor Class.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;: 1 rank in skill Profession (driver, pilot, or sailor.)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Benefit&#039;&#039;&#039;: When operating a vehicle, the character&#039;s vehicle and everyone aboard, receives a +2 dodge bonus to AC.&lt;br /&gt;
;&amp;lt;u&amp;gt;Vehicle Expert&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The character can add his Dexterity modifier to his Profession (driver, pilot, or sailor).&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;: Dexterity.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Benefit&#039;&#039;&#039;: You can add your Dexterity modifier to Profession (driver, pilot, or sailor) when making a check involving a vehicle. This will increase all vehicle base stats including the vehicle&#039;s AC.&lt;br /&gt;
;&amp;lt;u&amp;gt;Vehicle Specialization&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The character gains a +3 bonus on Profession (driver, pilot, or sailor).&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;: 1 rank in skill Profession (driver, pilot, or sailor).&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Benefit&#039;&#039;&#039;: You gain a +3 bonus to a Profession (driver, pilot, or sailor) in one make/model of vehicle when making a check involving that vehicle.&lt;br /&gt;
&lt;br /&gt;
If you have 10 or more ranks in one of these skills, the bonus increases to +6 for that skill.&lt;/div&gt;</summary>
		<author><name>99.91.0.249</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Feats&amp;diff=2542</id>
		<title>Feats</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Feats&amp;diff=2542"/>
		<updated>2015-12-26T05:07:12Z</updated>

		<summary type="html">&lt;p&gt;99.91.0.249: /* Feats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039; THIS PAGE STILL REQUIRES EDITING! &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Below is the Feats table. It has a short summary description of the feat in question. However for more information please visit the page dedicated to the feat. Many feats have more verbose descriptions. &lt;br /&gt;
&lt;br /&gt;
==Feat Description Summary==&lt;br /&gt;
Here is the format for feat descriptions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feat Name&#039;&#039;&#039;: The name of the feat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;: A minimum ability score, another feat or feats, a minimum base attack bonus, and/or the minimum ranks in a skill that a character must have to acquire this feat. This entry is absent if a feat has no prerequisite.&lt;br /&gt;
A character can gain a feat at the same level at which he or she gains all the prerequisites.&lt;br /&gt;
A character can’t use a feat if the character has lost a prerequisite.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefit&#039;&#039;&#039;: What the feat enables a character to do.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Normal&#039;&#039;&#039;: What a character who does not have this feat is limited to or restricted from doing. If there is no particular drawback to not possessing the feat, this entry is absent.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special&#039;&#039;&#039;: Additional facts about the feat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;10px;&amp;quot;&lt;br /&gt;
|+ Table: Feats&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Feat&lt;br /&gt;
! Prerequisites&lt;br /&gt;
! Summary&lt;br /&gt;
|-&lt;br /&gt;
|[[Acrobatic|Acrobatic]]|| - ||+2 bonus on all Jump checks and Tumble checks.&lt;br /&gt;
|-&lt;br /&gt;
|[[Action Boost|Action Boost]]|| - ||Roll d8s instead of d6s when using an action point.&lt;br /&gt;
|-&lt;br /&gt;
|[[Advanced Combat Martial Arts|Advanced Combat Martial Arts]]|| Combat Martial Arts, Improved Combat Martial Arts, base attack bonus +8.|| When the character scores a critical hit with an unarmed strike, its triple damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[Advanced Firearms Proficiency|Advanced Firearms Proficiency]]|| - ||Fire any personal firearm on autofire without penalty.&lt;br /&gt;
|-&lt;br /&gt;
|[[Advanced Two-Weapon Fighting|Advanced Two-Weapon Fighting]]||  Dexterity 13, Two-Weapon Fighting, Im­proved Two-Weapon Fighting, base attack bonus +11.|| Gets a third attack with his or her offhand weapon as well as melee weapon along with a ranged weapon&lt;br /&gt;
|-&lt;br /&gt;
|[[Alien Weapons Proficiency|Alien Weapons Proficiency]]|| - ||No penalty when using any kind of alien weapon.&lt;br /&gt;
|-&lt;br /&gt;
|[[Agile Riposte|Agile Riposte]]|| Dexterity 13, Dodge.|| Make an attack of opportunity when an (Doge declared) opponent misses a melee attack  &lt;br /&gt;
|-&lt;br /&gt;
|[[Aircraft Operation|Aircraft Operation]]|| - ||Take no penalty on Pilot checks or attack rolls made when operating an aircraft.&lt;br /&gt;
|-&lt;br /&gt;
|[[Alertness|Alertness]]|| - ||The character gets a +2 bonus on all Listen checks and Spot checks. &lt;br /&gt;
|-&lt;br /&gt;
|[[Animal Affinity|Animal Affinity]]|| - ||The character gets a +2 bonus on all Handle Animal checks and Ride checks. &lt;br /&gt;
|-&lt;br /&gt;
|[[Archaic Weapons Proficiency|Archaic Weapons Proficiency]]|| - ||The character takes no penalty on attack rolls when using any kind of archaic weapon.&lt;br /&gt;
|-&lt;br /&gt;
|[[Armor Proficiency (light)|Armor Proficiency (light)]]|| - ||Ability to wear light armor and add the armor bonus.&lt;br /&gt;
|-&lt;br /&gt;
|[[Armor Proficiency (medium)|Armor Proficiency (medium)]]|| - ||See Armor Proficiency (light).&lt;br /&gt;
|-&lt;br /&gt;
|[[Armor Proficiency (heavy)|Armor Proficiency (heavy)]]|| Armor Proficiency (light), Armor Profi­ciency (medium).|| See Armor Proficiency (light).&lt;br /&gt;
|-&lt;br /&gt;
|[[Armor Proficiency (Powered)|Armor Proficiency (Powered)]]|| Armor Proficiency ( light) , Armor Proficiency (medium).|| When you wear powered armor, you may add the armor’s entire equipment bonus.&lt;br /&gt;
|-&lt;br /&gt;
|[[Athletic|Athletic]]|| - ||The character gets a +2 bonus on all Climb checks and Swim checks. &lt;br /&gt;
|-&lt;br /&gt;
|[[Attentive|Attentive]]|| - ||The character gets a +2 bonus on all Investigate checks and Sense Motive checks. &lt;br /&gt;
|-&lt;br /&gt;
|[[Blind-Fight|Blind-Fight]]|| - ||re-roll melee attacks that miss because of concealment. &lt;br /&gt;
|-&lt;br /&gt;
|[[Brawl|Brawl]]|| - ||Can make unarmed attacks more effectively.&lt;br /&gt;
|-&lt;br /&gt;
|[[Builder|Builder]]|| - ||Pick two of the following skills&lt;br /&gt;
|-&lt;br /&gt;
|[[Burst Fire|Burst Fire]]|| Wisdom 13, Personal Firearms Proficiency, Advanced Firearms Proficiency.|| Deal +2 dice of damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[Cautious|Cautious]]|| - ||+2 bonus on all Demolitions checks and Disable Device checks.&lt;br /&gt;
|-&lt;br /&gt;
|[[Cleave|Cleave]]|| Strength 13, Power Attack.|| Get an extra attack if your first attack causes its target to &amp;quot;drop&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Charismatic Plus|Charismatic Plus]]|| - ||You gain two talents from the Charismatic hero’s talent trees. &lt;br /&gt;
|-&lt;br /&gt;
|[[Combat Expertise|Combat Expertise]]|| - || Take a penalty of up to –5 on his or her attack roll and add the same number (up to +5) to AC.&lt;br /&gt;
|-&lt;br /&gt;
|[[Combat Martial Arts|Combat Martial Arts]]|| - ||Unarmed attacks count as armed&lt;br /&gt;
|-&lt;br /&gt;
|[[Combat Reflexes|Combat Reflexes]]|| - ||The maximum number of attacks of opportunity is now equal to the character’s Dexterity modifier + 1. &lt;br /&gt;
|-&lt;br /&gt;
|[[Combat Throw|Combat Throw]]|| - ||+2 bonus on opposed Strength and Dexterity checks any time the character attempts trip or grapple attacks&lt;br /&gt;
|-&lt;br /&gt;
|[[Confident|Confident]]|| - ||+2 bonus on all Intimidate checks, and on level checks to resist intimidation.&lt;br /&gt;
|-&lt;br /&gt;
|[[Craft Cybernetics|Craft Cybernetics]]|| Craft (electrical) 10 ranks, Craft (mechanical) 10 ranks, Knowledge (life sciences) 5 ranks.|| You can build cybernetic attachments.&lt;br /&gt;
|-&lt;br /&gt;
|[[Creative|Creative]]|| - ||Pick two skills, read description &lt;br /&gt;
|-&lt;br /&gt;
|[[Cybernetic Surgery|Cybernetic Surgery]]|| Treat Injury 8 ranks, Surgery.|| You can install or remove a cybernetic attachment.&lt;br /&gt;
|-&lt;br /&gt;
|[[Cybertaker|Cybertaker]]|| - ||The maximum number of cybernetic attachments you can have is increases by 1.&lt;br /&gt;
|-&lt;br /&gt;
|[[Dead Aim|Dead Aim]]|| Wisdom 13, Far Shot.|| Take a full round action to line up a shot for a bonus.&lt;br /&gt;
|-&lt;br /&gt;
|[[Deceptive|Deceptive]]|| - ||The character gets a +2 bonus on all Bluff checks and Disguise checks.&lt;br /&gt;
|-&lt;br /&gt;
|[[Dedicated Plus|Dedicated Plus]]|| - ||You gain two talents from the Dedicated hero’s talent trees.&lt;br /&gt;
|-&lt;br /&gt;
|[[Defensive Martial Arts|Defensive Martial Arts]]|| - ||+1 dodge bonus to Defense against melee attacks.&lt;br /&gt;
|-&lt;br /&gt;
|[[Dodge|Dodge]]|| - ||+1 dodge bonus to Defense against any subsequent attacks from a specified opponent.&lt;br /&gt;
|-&lt;br /&gt;
|[[Double Tap|Double Tap]]|| Dexterity 13, Point Blank Shot.|| –2 penalty on this attack, but deals +1 die of damage with a successful hit.&lt;br /&gt;
|-&lt;br /&gt;
|[[Drive-By Attack|Drive-By Attack]]|| - ||Takes no vehicle speed penalty when making an attack while in a moving vehicle&lt;br /&gt;
|-&lt;br /&gt;
|[[Educated|Educated]]|| - ||Pick two Knowledge skills. The character gets a +2 bonus on all checks with those skills.&lt;br /&gt;
|-&lt;br /&gt;
|[[Elusive Target|Elusive Target]]|| Dexterity 13, Defensive Martial Arts.|| Opponents that target you with a melee attack take a -4 penalty.&lt;br /&gt;
|-&lt;br /&gt;
|[[Endurance|Endurance]]|| - || +4 bonus on the following checks and saves, see list in description.&lt;br /&gt;
|-&lt;br /&gt;
|[[Exotic Firearms Proficiency|Exotic Firearms Proficiency]]|| Personal Firearms Proficiency, Advanced Firearms Proficiency.|| The character makes attack rolls with the weapon normally.&lt;br /&gt;
|-&lt;br /&gt;
|[[Exotic Melee Weapon Proficiency|Exotic Melee Weapon Proficiency]]|| - ||The character makes attack rolls with the weapon normally.&lt;br /&gt;
|-&lt;br /&gt;
|[[Fast Plus|Fast Plus]]|| - ||You gain two talents from the Fast hero’s talent trees.&lt;br /&gt;
|-&lt;br /&gt;
|[[Far Shot|Far Shot]]|| - ||Uses a firearm or other ranged weapons, its range increment increases by one-half&lt;br /&gt;
|-&lt;br /&gt;
|[[Focused|Focused]]|| - ||+2 bonus on all Balance checks and Concentration checks.&lt;br /&gt;
|-&lt;br /&gt;
|[[Force Stop|Force Stop]]|| Drive 4 ranks, Vehicle Expert.|| Character can force the other vehicle to a stop by nudging it into a controlled side­ways skid.&lt;br /&gt;
|-&lt;br /&gt;
|[[Frightful Presence|Frightful Presence]]|| Charisma 15, Intimidate 9 ranks.|| Opponents within 10 feet of Character take –2 penalty on attack rolls, saves, and skill checks.&lt;br /&gt;
|-&lt;br /&gt;
|[[Gearhead|Gearhead]]|| - ||+2 bonus on all Computer Use checks and Repair checks. &lt;br /&gt;
|-&lt;br /&gt;
|[[Great Cleave|Great Cleave]]|| Strength 13, Power Attack, Cleave, base attack bonus +4.|| As Cleave, except that the character has no limit to the number of times he or she can use it per round.&lt;br /&gt;
|-&lt;br /&gt;
|[[Great Fortitude|Great Fortitude]]|| - ||+2 bonus on all Constitution sav­ing throws.&lt;br /&gt;
|-&lt;br /&gt;
|[[Guide|Guide]]|| - ||+2 bonus on all Navigate checks and Survival checks. &lt;br /&gt;
|-&lt;br /&gt;
|[[Jack of all Trades|Jack of all Trades]]|| - ||You can use any skill untrained.(May remove... seams a little OP)&lt;br /&gt;
|-&lt;br /&gt;
[[Jerry Rigging|Jerry Rigging]] || - || You can repair items without material costs. You can repair structures in 1/10th the time.&lt;br /&gt;
|-&lt;br /&gt;
|[[Heroic Surge|Heroic Surge]]|| - ||The character may take an extra move action or attack action in a round.&lt;br /&gt;
|-&lt;br /&gt;
|[[Improved Brawl|Improved Brawl]]|| Brawl, base attack bonus +3.|| When making an unarmed attack, the character receives a +2 bonus on his or her attack roll.&lt;br /&gt;
|-&lt;br /&gt;
|[[Improved Bull Rush|Improved Bull Rush]]|| Strength 13, Power Attack.|| When performing a bull rush, the character does not provoke an attack of opportunity.&lt;br /&gt;
|-&lt;br /&gt;
|[[Improved Combat Martial Arts|Improved Combat Martial Arts]]|| Combat Martial Arts, base attack bonus +4.|| The character’s threat range on an unarmed strike im­proves to 19–20.&lt;br /&gt;
|-&lt;br /&gt;
|[[Improved Combat Throw|Improved Combat Throw]]|| Defensive Martial Arts, Combat Throw, base attack bonus +3.|| In melee combat, if an opponent attacks and misses the character, the character may immediately make a trip attack against the opponent.&lt;br /&gt;
|-&lt;br /&gt;
|[[Improved Damage Threshold|Improved Damage Threshold]]|| - ||The character increases his or her massive damage threshold by 3 points.&lt;br /&gt;
|-&lt;br /&gt;
|[[Improved Disarm|Improved Disarm]]|| Intelligence 13, Combat Expertise.|| The character does not provoke an attack of opportunity when the character attempts to disarm an opponent&lt;br /&gt;
|-&lt;br /&gt;
|[[Improved Feint|Improved Feint]]|| Intelligence 13, Brawl, Streetfighting.|| +2 bonus on Bluff checks made to feint in melee combat.&lt;br /&gt;
|-&lt;br /&gt;
|[[Improved Initiative|Improved Initiative]]|| - ||+4 circumstance bonus on initiative checks.&lt;br /&gt;
|-&lt;br /&gt;
|[[Improved Knockout Punch|Improved Knockout Punch]]|| Brawl, Knockout Punch, base attack bonus +6.|| First unarmed attack against a flat-footed opponent is automatically considered critical hit if successful.&lt;br /&gt;
|-&lt;br /&gt;
|[[Improved Trip|Improved Trip]]|| Intelligence 13, Combat Expertise.|| The character does not provoke an attack of opportunity when the character tries to trip an opponent while the character is unarmed.&lt;br /&gt;
|-&lt;br /&gt;
|[[Improved Two-Weapon Fighting|Improved Two-Weapon Fighting]]|| Dexterity 13, Two-Weapon Fighting, base attack bonus +6.|| The character gets a second attack with his or her offhand weapon, albeit at a –5 penalty.&lt;br /&gt;
|-&lt;br /&gt;
|[[Iron Will|Iron Will]]|| - ||+2 bonus on all Wisdom saving throws.&lt;br /&gt;
|-&lt;br /&gt;
|[[Knockout Punch|Knockout Punch]]|| Brawl, base attack bonus +3.|| When making the character’s first unarmed attack against a flat-footed opponent, treat a successful attack as a critical hit.&lt;br /&gt;
|-&lt;br /&gt;
|[[Lightning Reflexes|Lightning Reflexes]]|| - ||+2 bonus on all Dexterity saving throws.&lt;br /&gt;
|-&lt;br /&gt;
|[[Low Profile|Low Profile]]|| - ||Reduce the character’s Reputation bonus by 3 points.&lt;br /&gt;
|-&lt;br /&gt;
|[[Mastercrafter|Mastercrafter]]|| Craft (electrical) 8 ranks, Craft (mechanical) 8 ranks.|| Can craft masterworked items. &lt;br /&gt;
|-&lt;br /&gt;
|[[Medical Expert|Medical Expert]]|| - ||+2 bonus on all Craft (pharmaceutical) checks and Treat Injury checks.&lt;br /&gt;
|-&lt;br /&gt;
|[[Meticulous|Meticulous]]|| - ||+2 bonus on all Decipher Script and Perception checks.&lt;br /&gt;
|-&lt;br /&gt;
|[[Mobility|Mobility]]|| Dexterity 13, Dodge.||+4 dodge bonus to AC against attacks of opportunity provoked when the character moves out of a threatened square.&lt;br /&gt;
|-&lt;br /&gt;
|[[Nerve Pinch|Nerve Pinch]]|| Combat Martial Arts, base attack bonus +4.|| Preform a melee attack that can paralyze the target.&lt;br /&gt;
|-&lt;br /&gt;
|[[Nimble|Nimble]]|| - ||+2 bonus on all Escape Artist checks and Sleight of Hand checks.&lt;br /&gt;
|-&lt;br /&gt;
|[[Oathbound|Oathbound]]|| At least one declared allegiance.|| Choose one of your allegiances. &lt;br /&gt;
|-&lt;br /&gt;
|[[Personal Firearms Proficiency|Personal Firearms Proficiency]]|| - ||The character can fire any personal firearm without penalty.&lt;br /&gt;
|-&lt;br /&gt;
|[[Point Blank Shot|Point Blank Shot]]|| - ||The character gets a +1 bonus on attack and damage rolls with ranged weapons against opponents within 30 feet.&lt;br /&gt;
|-&lt;br /&gt;
|[[Power Attack|Power Attack]]|| - ||Take points away from hitting a target and add them to damage dealt if successful. &lt;br /&gt;
|-&lt;br /&gt;
|[[Planetary Adaption|Planetary Adaption]]|| - ||You gain one of the benefits listed in the description, depending on your planet of origin.&lt;br /&gt;
|-&lt;br /&gt;
|[[Precise Shot|Precise Shot]]|| - ||The character can shoot or throw ranged weapons at an opponent engaged in melee without penalty.&lt;br /&gt;
|-&lt;br /&gt;
|[[Salvage|Salvage]]|| - ||Salvaging a destroyed vehicle, mecha, starship, robot, or cybernetic attachment takes time.&lt;br /&gt;
|-&lt;br /&gt;
|[[Smart Plus|Smart Plus]]|| - ||You gain two talents from the Smart hero’s talent trees.&lt;br /&gt;
|-&lt;br /&gt;
|[[Spacer|Spacer]]|| - ||+2 bonus on Computer Use checks made to use onboard spacecraft computer systems.&lt;br /&gt;
|-&lt;br /&gt;
|[[Starship Battle Run|Starship Battle Run]]|| - ||When using an attack action with a starship ranged weapon, you can move both before and after the attack&lt;br /&gt;
|-&lt;br /&gt;
|[[Starship Dodge|Starship Dodge]]|| - ||+1 dodge bonus to your ship’s Defense against attacks.&lt;br /&gt;
|-&lt;br /&gt;
|[[Starship Feint|Starship Feint]]|| - ||+2 bonus on Bluff checks made to feint in starship combat.&lt;br /&gt;
|-&lt;br /&gt;
|[[Starship Gunnery|Starship Gunnery]]|| - ||You do not take a penalty on attack rolls when firing a starship weapon.&lt;br /&gt;
|-&lt;br /&gt;
|[[Starship Mobility|Starship Mobility]]|| - ||+4 dodge bonus to your ship’s Defense against attacks of opportunity caused when you move out of or within a starship’s threatened area.&lt;br /&gt;
|-&lt;br /&gt;
|[[Starship Operation|Starship Operation]]|| - ||When operating a starship of the selected type, you take no penalty on Pilot checks made when operating the starship.&lt;br /&gt;
|-&lt;br /&gt;
|[[Starship Strafe|Starship Strafe]]|| - ||When using a starship’s ranged weapon on autofire, you can affect an area four 500-foot squares long and one 500-foot square wide.&lt;br /&gt;
|-&lt;br /&gt;
|[[Strong Plus|Strong Plus]]|| - ||You gain two talents from the Strong hero’s talent trees.&lt;br /&gt;
|-&lt;br /&gt;
|[[Tough Plus|Tough Plus]]|| - ||You gain two talents from the Tough hero’s talent trees.&lt;br /&gt;
|-&lt;br /&gt;
|[[Quick Draw|Quick Draw]]|| - ||The character can draw a weapon as a free action.&lt;br /&gt;
|-&lt;br /&gt;
|[[Quick Reload|Quick Reload]]|| - ||Reloading a firearm with an already filled box magazine or speed loader is a free action.&lt;br /&gt;
|-&lt;br /&gt;
|[[Renown|Renown]]|| - ||The character’s Reputation bonus increases by +3.&lt;br /&gt;
|-&lt;br /&gt;
|[[Run|Run]]|| - ||When running, the character moves a maximum of five times his or her normal speed instead of four times.&lt;br /&gt;
|-&lt;br /&gt;
|[[Shot on the Run|Shot on the Run]]|| Dexterity 13, Point Blank Shot, Dodge, Mobility.|| When using an attack action with a ranged weap­on, the character can move both before and after the attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[Simple Weapons Proficiency|Simple Weapons Proficiency]]|| - ||The character makes attack rolls with simple weapons normally.&lt;br /&gt;
|-&lt;br /&gt;
|[[Skip Shot|Skip Shot]]|| Point Blank Shot, Precise Shot.|| Character may ignore cover between the character and the target in certain conditions.  &lt;br /&gt;
|-&lt;br /&gt;
|[[Spring Attack|Spring Attack]]|| Dexterity 13, Dodge, Mobility, base attack bonus +4.|| When using an attack action with a melee weapon, the character can move both before and after the attack.(This breaks current combat rules)&lt;br /&gt;
|-&lt;br /&gt;
|[[Stealthy|Stealthy]]|| - ||+2 bonus on all Hide checks and Move Silently checks. &lt;br /&gt;
|-&lt;br /&gt;
|[[Strafe|Strafe]]|| Personal Firearms Proficiency, Advanced Firearms Proficiency.|| When using a firearm on autofire, the character can affect an area four 5-foot squares long and one square wide.&lt;br /&gt;
|-&lt;br /&gt;
|[[Streetfighting|Streetfighting]]|| Brawl, base attack bonus +2.|| Character can deal an extra 1d4 points of damage under certain conditions. &lt;br /&gt;
|-&lt;br /&gt;
|[[Studious|Studious]]|| - ||+2 bonus on all Decipher Script checks and Study checks. &lt;br /&gt;
|-&lt;br /&gt;
|[[Sunder|Sunder]]|| Strength 13, Power Attack.|| When attempting to sunder CMO the character does not provoke an attack of opportunity.&lt;br /&gt;
|-&lt;br /&gt;
|[[Surface Vehicle Operation|Surface Vehicle Operation]]|| - ||The character takes no penalty on Drive checks or attack rolls made when operating a surface vehicle of the selected class.&lt;br /&gt;
|-&lt;br /&gt;
|[[Surgery|Surgery]]|| - ||The character can use the Treat Injury skill to perform surgery without penalty.&lt;br /&gt;
|-&lt;br /&gt;
|[[Toughness|Toughness]]|| - ||The character gains +3 hit points.&lt;br /&gt;
|-&lt;br /&gt;
|[[Track|Track]]|| - ||A character can take an extra survival check when tracking&lt;br /&gt;
|-&lt;br /&gt;
|[[Trustworthy|Trustworthy]]|| - ||+2 bonus on all Diplomacy checks.&lt;br /&gt;
|-&lt;br /&gt;
|[[Two-Weapon Fighting|Two-Weapon Fighting]]|| - ||The character’s penalties for fighting with two weapons are lessened.&lt;br /&gt;
|-&lt;br /&gt;
|[[Unbalance Opponent|Unbalance Opponent]]|| Defensive Martial Arts, base attack bonus +6.|| A target opponent no longer gets to add Str modifier to attack roles when targeting you. &lt;br /&gt;
|-&lt;br /&gt;
|[[Vehicle Dodge|Vehicle Dodge]]|| Dexterity 13, Drive 6 ranks or Pilot 6 ranks, Vehicle Expert.|| +1 dodge bonus to Defense against attacks while in vehicle.&lt;br /&gt;
|-&lt;br /&gt;
|[[Vehicle Expert|Vehicle Expert]]|| - ||+2 bonus on all Pilot checks.&lt;br /&gt;
|-&lt;br /&gt;
|[[Weapon Finesse|Weapon Finesse]]|| Proficient with weapon, base attack bonus +1.|| Use Dexterity modifier instead of Strength modifier on attack rolls.&lt;br /&gt;
|-&lt;br /&gt;
|[[Weapon Focus|Weapon Focus]]|| Proficient with weapon, base attack bonus +1.||+1 bonus on all attack rolls he or she makes using the selected weapon.&lt;br /&gt;
|-&lt;br /&gt;
|[[Whirlwind Attack|Whirlwind Attack]]|| Dexterity 13, Intelligence 13, Dodge, Mobility, Spring Attack, Combat Expertise, base attack bonus +4.||Make one melee attack at the character’s highest base attack bonus against each adjacent opponent.&lt;br /&gt;
|-&lt;br /&gt;
|[[Wild Talent|Wild Talent]] || - ||Select one 0-level psionic power. &lt;br /&gt;
|-&lt;br /&gt;
|[[Windfall|Windfall]]|| - ||The character’s Credit bonus increases by +3.&lt;br /&gt;
|-&lt;br /&gt;
|[[Ulta Immune System|Ulta Immune System]]|| - ||You gain a +2 bonus on Constitution saving throws to resist poisons, diseases, and radiation sickness.&lt;br /&gt;
|-&lt;br /&gt;
|[[Urban Tracking|Urban Tracking]]|| - ||You can use Diplomacy checks to track down and individual. &lt;br /&gt;
|-&lt;br /&gt;
|[[Xenomedic|Xenomedic]]|| Knowledge (earth and life sciences) 6 ranks, Treat Injury 6 ranks, Surgery.||Use the Treat Injury skill on a living creature regardless of its type, without penalty.&lt;br /&gt;
|-&lt;br /&gt;
|[[Zero-G Training|Zero-G Training]]|| Dexterity 13, Tumble 4 ranks.|| You take no penalty on attack rolls in low-gravity or zero-gravity environments.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Old Rules: We may be using some of these feats or remaking them later==&lt;br /&gt;
&lt;br /&gt;
These feats are in addition to the Pathfinder Roleplaying Game core rules and can be used by any class.&lt;br /&gt;
&lt;br /&gt;
Modern firearms are considered to be advanced firearms in reference to any other core feats.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Feat&lt;br /&gt;
! Prerequisite&lt;br /&gt;
! Benefit&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Brawl||-||+1 CMB &amp;amp; CMD; 1d6 non-lethal damage unarmed strike&lt;br /&gt;
|-&lt;br /&gt;
|Builder||-||+2 bonus on all Craft skill checks and make checks untrained&lt;br /&gt;
|-&lt;br /&gt;
|Business Savvy||-||+2 on Knowledge (business) &amp;amp; Knowledge (civics)&lt;br /&gt;
|-&lt;br /&gt;
|Cautious||-||+2 Craft (explosives) &amp;amp; Disable Device&lt;br /&gt;
|-&lt;br /&gt;
|Computer Backdoor||Know (technology) 1 rank||Install a hidden computer code&lt;br /&gt;
|-&lt;br /&gt;
|Computer Charm||Know (technology) 1 rank||Add Knowledge (technology) to Charisma checks&lt;br /&gt;
|-&lt;br /&gt;
|Computer Code Monkey||Know (technology) 1 rank||Read and write computer code&lt;br /&gt;
|-&lt;br /&gt;
|Computer False Trail||Know (technology) 1 rank||Implement a computer false trail&lt;br /&gt;
|-&lt;br /&gt;
|Computer Stealth||Know (technology) 1 rank||Hide from computer security&lt;br /&gt;
|-&lt;br /&gt;
|Confident||-||+2 on all Intimidate and Profession (gamble)&lt;br /&gt;
|-&lt;br /&gt;
|Creative||-||+2 bonus on all Perform skill checks and make checks untrained&lt;br /&gt;
|-&lt;br /&gt;
|Critical Brawl||Brawl||Unarmed strike improves to 19-20&lt;br /&gt;
|-&lt;br /&gt;
|Drive-By Attack||Profession (driver, pilot, or sailor)||No vehicle speed penalty when attacking in a moving vehicle&lt;br /&gt;
|-&lt;br /&gt;
|Educated||-||+2 bonus on two Knowledge skill checks&lt;br /&gt;
|-&lt;br /&gt;
|Elusive Target||Dex 13+||+2 dodge bonus to AC against ranged attacks.&lt;br /&gt;
|-&lt;br /&gt;
|Fleet of Foot||Run||You can turn corners without losing momentum.&lt;br /&gt;
|-&lt;br /&gt;
|Focused||-||+2 bonus on all Appraise and Perception checks&lt;br /&gt;
|-&lt;br /&gt;
|Force Stop||Profession (driver) 2 ranks||Force another vehicle to a stop&lt;br /&gt;
|-&lt;br /&gt;
|Gear Head||-||+2 bonus on Craft (electronic) &amp;amp; Craft (mechanical)&lt;br /&gt;
|-&lt;br /&gt;
|Guide||-||+2 bonus on all Knowledge (geography) &amp;amp; Knowledge (nature)&lt;br /&gt;
|-&lt;br /&gt;
|Improved Brawl||Brawl||+2 CMB; 1d8 non-lethal damage with unarmed strike.&lt;br /&gt;
|-&lt;br /&gt;
|Improved Critical Brawl||Critical Brawl||Unarmed critical strikes deal extra damage&lt;br /&gt;
|-&lt;br /&gt;
|Improved Knockout Punch||Knockout Punch||Non-lethal unarmed strike critical does triple damage&lt;br /&gt;
|-&lt;br /&gt;
|Knockout Punch||Brawl||Non-lethal damage unarmed strike is automatic critical&lt;br /&gt;
|-&lt;br /&gt;
|Medical Expert||-||+2 bonus on all Craft (pharmaceutical) and Heal checks&lt;br /&gt;
|-&lt;br /&gt;
|Nimble||-||+2 bonus on all Escape Artist and Sleight of Hand&lt;br /&gt;
|-&lt;br /&gt;
|Street Fighting||Brawl||+1d4 damage 1 per round with unarmed attack or light weapon&lt;br /&gt;
|-&lt;br /&gt;
|Studious||-||+2 bonus on all Linguistics and Perception checks&lt;br /&gt;
|-&lt;br /&gt;
|Surgery||Heal 2 ranks||Use the Heal skill to perform surgery&lt;br /&gt;
|-&lt;br /&gt;
|Talented||Modern Hero Class Only||You gain a Talent from the Modern Hero Class&lt;br /&gt;
|-&lt;br /&gt;
|Tracker||-||+2 bonus to Perception and Survival skill&lt;br /&gt;
|-&lt;br /&gt;
|Trustworthy||-||+2 bonus on all Diplomacy checks and Bluff checks&lt;br /&gt;
|-&lt;br /&gt;
|Unbalance Opponent||Brawl||Opponent doesn&#039;t get to add Strength modifier to hit&lt;br /&gt;
|-&lt;br /&gt;
|Vehicle Dodge||Profession (driver, pilot, or sailor)||+2 dodge to Defense against attacks from a vehicle&lt;br /&gt;
|-&lt;br /&gt;
|Vehicle Expert||-||Add Dex modifier to Profession (driver, pilot, or sailor)&lt;br /&gt;
|-&lt;br /&gt;
|Vehicle Specialization||De.||+3 bonus on Profession (driver, pilot, or sailor) checks&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Detailed Feat Descriptions ==&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;u&amp;gt;Brawl&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The character knows how to fight unarmed, dealing greater damage with his hands and feet.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Benefit&#039;&#039;&#039;: You gain a +1 bonus on your CMB and CMD. Unarmed attack nonlethal damage increases to 1d6 + Strength modifier.&lt;br /&gt;
&lt;br /&gt;
Normal: Unarmed attacks normally deal nonlethal damage equal to 1d3 + Strength modifier.&lt;br /&gt;
;&amp;lt;u&amp;gt;Builder&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The character can create useful items and structures with the right tools.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Benefit&#039;&#039;&#039;: You gain a +2 bonus on all Craft skill checks and can make checks with those skills untrained.&lt;br /&gt;
;&amp;lt;u&amp;gt;Business Savvy&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The character knows his way around the office, boardroom and sales floor of the business world.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Benefit&#039;&#039;&#039;: You gain a +2 bonus to Knowledge (civics) and Knowledge (business.)&lt;br /&gt;
&lt;br /&gt;
If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.&lt;br /&gt;
;&amp;lt;u&amp;gt;Cautious&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The character understands that delicate devices require a patient touch.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Benefit&#039;&#039;&#039;: You gain a +2 bonus on Craft (explosives) and Disable Device.&lt;br /&gt;
&lt;br /&gt;
If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.&lt;br /&gt;
;&amp;lt;u&amp;gt;Computer Backdoor&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;: Knowledge (technology) 1 rank.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Benefit&#039;&#039;&#039;: Install a hidden computer code.&lt;br /&gt;
&lt;br /&gt;
After successfully breaking into a specific computer system, the character can install a “backdoor,” a piece of code making it easier to break into that particular system in the future. Writing and installing the program requires a Knowledge (technology) check (see chart below)  but once successfully installed it automatically defeats that system&#039;s security upon return trips.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Level of Security&lt;br /&gt;
! DC&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Minimum||25&lt;br /&gt;
|-&lt;br /&gt;
|Average||30&lt;br /&gt;
|-&lt;br /&gt;
|Exceptional||40&lt;br /&gt;
|-&lt;br /&gt;
|Maximum||45&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It is important to keep backdoors hidden from the system administrator, who is always on the lookout for such invasions. A backdoor automatically allows the character entrance to a particular system, but every time he uses it he must make an opposed Knowledge (technology) check against the administrator. Failure means the backdoor is discovered and will be deleted before the next time the character returns.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|System Admin Attitude&lt;br /&gt;
! Knowledge (tech) Modifier&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Lazy/Overconfident||-4&lt;br /&gt;
|-&lt;br /&gt;
|Indifferent||-2&lt;br /&gt;
|-&lt;br /&gt;
|Competent||0&lt;br /&gt;
|-&lt;br /&gt;
|Proactive||+2&lt;br /&gt;
|-&lt;br /&gt;
|Aggressive||+4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;u&amp;gt;Computer Charm&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;: Knowledge (technology) 1 rank.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Benefit&#039;&#039;&#039;: Add Knowledge (technology) to Charisma checks.&lt;br /&gt;
&lt;br /&gt;
When attempting to use a Charisma based skill such a Bluff, Intimidate, or Diplomacy in an online situation, the character adds his Knowledge (technology) skill ranks as a bonus.&lt;br /&gt;
;&amp;lt;u&amp;gt;Computer Code Monkey&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;: Knowledge (technology) 1 rank.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Benefit&#039;&#039;&#039;: Read and write computer code.&lt;br /&gt;
&lt;br /&gt;
The character can understand both the nature of raw computer code and what the program is intended to accomplish when implemented.&lt;br /&gt;
&lt;br /&gt;
On a successful Knowledge (technology) check (DC 10 + Knowledge (technology) skill modifier of the code&#039;s author) the character can determine both the function of the program and any bugs or potential weak points in the design.&lt;br /&gt;
&lt;br /&gt;
If weak points are found, the character gains a +2 insight bonus on Knowledge (technology) checks attempting to degrade the program&lt;br /&gt;
;&amp;lt;u&amp;gt;Computer False Trail&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;: Knowledge (technology) 1 rank.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Benefit&#039;&#039;&#039;: Implement a computer false trail.&lt;br /&gt;
&lt;br /&gt;
When covering his electronically tracks through the internet, the character can lay in a false trail.&lt;br /&gt;
&lt;br /&gt;
With a successful Knowledge (technology) DC 25 check, the character imposes a –5 penalty on any attempt to trace him (as described in the Defend Security function of the Knowledge (technology) skill.&lt;br /&gt;
&lt;br /&gt;
If the trace fails by 10 or more points, the tracker follows the character&#039;s false trail to an innocent internet address. If the trace fails by less than 10 points, the tracker immediately realizes the trail is bogus and can make a new check.&lt;br /&gt;
;&amp;lt;u&amp;gt;Computer Stealth&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;: Knowledge (technology) 1 rank.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Benefit&#039;&#039;&#039;: Hide from computer security.&lt;br /&gt;
&lt;br /&gt;
When the character attempts to defeat computer security, the administrator is alerted only if the character fails his Knowledge (technology) check by 10 or more.&lt;br /&gt;
;&amp;lt;u&amp;gt;Confident&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The character excels at Intimidation and Gambling.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Benefit&#039;&#039;&#039;: You gain a +2 bonus on Intimidate and Profession (gambler.)&lt;br /&gt;
&lt;br /&gt;
If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.&lt;br /&gt;
;&amp;lt;u&amp;gt;Creative&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The character has an eye for art, an ear for music and a gift to entertain.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Benefit&#039;&#039;&#039;: You gain a +2 bonus on all Perform skill checks and can make checks with those skills untrained.&lt;br /&gt;
;&amp;lt;u&amp;gt;Critical Brawl&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The character&#039;s unarmed strikes have a higher threat range.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;: Brawl.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Benefit&#039;&#039;&#039;: The character&#039;s threat range on an unarmed strike improves to 19-20.&lt;br /&gt;
&lt;br /&gt;
Normal: A character without this feat threatens a critical hit with an unarmed strike only on a 20.&lt;br /&gt;
;&amp;lt;u&amp;gt;Drive-By Attack&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While operating a vehicle, you can move, strike at a foe and then continue moving.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;: 1 rank in Profession (driver, pilot, or sailor.)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Benefit&#039;&#039;&#039;: If the character is the operator of the vehicle, he or he can take a standard action at any point along the vehicle&#039;s movement.&lt;br /&gt;
;&amp;lt;u&amp;gt;Educated&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The character has received schooling on a variety of subjects.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Benefit&#039;&#039;&#039;: You gain a +2 bonus on all Knowledge skill checks and can make checks with those skills untrained.&lt;br /&gt;
;&amp;lt;u&amp;gt;Elusive Target&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The character gains a +4 dodge bonus to AC against ranged attacks.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;: Dex 13+ required.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Benefit&#039;&#039;&#039;: You gain a +4 dodge bonus to AC against ranged attacks.&lt;br /&gt;
;&amp;lt;u&amp;gt;Fleet of Foot&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The character can turn corners without losing momentum.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;: Run.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Benefit&#039;&#039;&#039;: When running or charging, you can make a single direction change of 90° or less.&lt;br /&gt;
&lt;br /&gt;
Normal: Without this feat, you can run or charge only in a straight line.&lt;br /&gt;
;&amp;lt;u&amp;gt;Focused&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The character is very perceptive and examines things closely.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Benefit&#039;&#039;&#039;: You gain +2 bonus on Appraise and Perception.&lt;br /&gt;
&lt;br /&gt;
If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.&lt;br /&gt;
;&amp;lt;u&amp;gt;Force Stop&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When operating a vehicle, the character can force another vehicle to a stop.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;: 2 ranks in Profession (driver.)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Benefit&#039;&#039;&#039;: When the character attempts a sideswipe stunt with a land based vehicle, you can force the other vehicle to a stop by nudging it into a controlled sideways skid. In addition to the normal requirements for attempting a sideswipe stunt, the character must have sufficient movement remaining to move a number of squares equal to the character&#039;s turn number.&lt;br /&gt;
&lt;br /&gt;
After succeeding on the check to attempt the sideswipe, the character makes a Profession (driver) check opposed by the other driver. If the character succeeds, turn the other vehicle 90 degrees across the front of the characters, so that they form a tee.&lt;br /&gt;
&lt;br /&gt;
Move them forward a distance equal to the character&#039;s Profession (driver) total ranks. The vehicles end their movement at that location, at stationary speed and take their normal sideswipe damage.&lt;br /&gt;
;&amp;lt;u&amp;gt;Gear Head&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The character excels at working on electronic &amp;amp; mechanical items.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Benefit&#039;&#039;&#039;: You gain a +2 bonus on Craft (electronic &amp;amp; mechanical.)&lt;br /&gt;
&lt;br /&gt;
If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.&lt;br /&gt;
;&amp;lt;u&amp;gt;Guide&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The character knows the lay of the land.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Benefit&#039;&#039;&#039;: You gain +2 bonus on Knowledge (geography &amp;amp; nature.) &lt;br /&gt;
&lt;br /&gt;
If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.&lt;br /&gt;
;&amp;lt;u&amp;gt;Improved Brawl&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The character knows how to fight unarmed, dealing greater damage with his hands and feet.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;: Brawl.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Benefit&#039;&#039;&#039;: You gain a +2 bonus on your CMB and the character deals nonlethal damage equal to 1d8 + the character&#039;s Strength modifier.&lt;br /&gt;
&lt;br /&gt;
Normal: Unarmed attacks normally deal nonlethal damage equal to 1d3 + Strength modifier.&lt;br /&gt;
;&amp;lt;u&amp;gt;Improved Critical Brawl&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The character&#039;s unarmed critical strikes deal extra damage.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;: Critical Brawl.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Benefit&#039;&#039;&#039;: When the character scores a critical hit on an opponent with an unarmed strike, the character deals triple damage.&lt;br /&gt;
&lt;br /&gt;
Normal: An unarmed strike critical hit deals double damage.&lt;br /&gt;
;&amp;lt;u&amp;gt;Knockout Punch&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The character can deliver a non-lethal, unarmed strike that does some serious damage.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;: Brawl.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Benefit&#039;&#039;&#039;: When making the character&#039;s first unarmed attack, treat a successful attack as a critical hit. This damage is nonlethal damage.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Special&#039;&#039;&#039;: Even if the character has the ability to treat unarmed damage as lethal damage, the damage from a knockout punch is always nonlethal.&lt;br /&gt;
;&amp;lt;u&amp;gt;Medical Expert&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The character has been trained in the areas of pharmaceuticals and the medical care of others.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Benefit&#039;&#039;&#039;: You gain a +2 bonus on Craft (pharmaceutical) and Heal.&lt;br /&gt;
&lt;br /&gt;
If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.&lt;br /&gt;
;&amp;lt;u&amp;gt;Nimble&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The character is adept at slipping through bonds and hiding things in plain sight.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Benefit&#039;&#039;&#039;: You gain a +2 bonus on Escape Artist and Sleight of Hand.&lt;br /&gt;
&lt;br /&gt;
If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.&lt;br /&gt;
;&amp;lt;u&amp;gt;Street Fighting&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The character has picked up a few dirty tricks along the way that make hits hurt just a little more.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;: Brawl.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Benefit&#039;&#039;&#039;: Once per round, if the character makes a successful melee attack with an unarmed strike or a light weapon, the character deals an extra 1d4 points of damage.&lt;br /&gt;
;&amp;lt;u&amp;gt;Studious&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The character has spent many hours studying academia and is quick to pick up new information.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Benefit&#039;&#039;&#039;: You gain a +2 bonus on Linguistics and Perception.&lt;br /&gt;
&lt;br /&gt;
If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.&lt;br /&gt;
;&amp;lt;u&amp;gt;Surgery&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Use the Heal skill to perform surgery.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;: 2 ranks in the skill Heal.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Benefit&#039;&#039;&#039;: With a surgery kit, a character can conduct field surgery with a successful Heal skill check.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;u&amp;gt;Surgery&amp;lt;/u&amp;gt; requires 1d4 hours; if the patient is at negative hit points, add an additional hour for every point below 0 the patient has fallen.&lt;br /&gt;
&lt;br /&gt;
Each 1d6 of healing adds a + 1 to the DC modifier.&lt;br /&gt;
&lt;br /&gt;
The DC is 10 + 1 per d6 of healing.&lt;br /&gt;
&lt;br /&gt;
The surgeon can restore up to the patient&#039;s full normal total of hit points, with a successful skill check.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;u&amp;gt;Surgery&amp;lt;/u&amp;gt; can only be used successfully on a character once in a 24-hour period.&lt;br /&gt;
;&amp;lt;u&amp;gt;Talented&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You gain a Talent from the Modern Hero Class.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;: Modern Hero Class Only.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Benefit&#039;&#039;&#039;: You gain a Talent from the Modern Hero Class.&lt;br /&gt;
;&amp;lt;u&amp;gt;Tracker&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The character gains a +2 bonus to the Perception and Survival skill.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Benefit&#039;&#039;&#039;: You gain a +2 bonus to Perception and Survival.&lt;br /&gt;
&lt;br /&gt;
If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.&lt;br /&gt;
;&amp;lt;u&amp;gt;Trustworthy&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The character gains a +2 bonus on all Diplomacy checks and Bluff checks.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Benefit&#039;&#039;&#039;: You gain a +2 bonus on Diplomacy and Bluff.&lt;br /&gt;
&lt;br /&gt;
If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.&lt;br /&gt;
;&amp;lt;u&amp;gt;Unbalance Opponent&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Opponent doesn&#039;t add Strength to attack, CMB and CMD against the character.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;: Brawl.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Benefit&#039;&#039;&#039;: You can, with a successful combat maneuver, deny an opponent his Strength bonus to his attack rolls, CMB and CMD, for one round. This will not function on opponents a size category larger or more than you.&lt;br /&gt;
;&amp;lt;u&amp;gt;Vehicle Dodge&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The character gains a +2 dodge to his vehicle&#039;s Armor Class.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;: 1 rank in skill Profession (driver, pilot, or sailor.)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Benefit&#039;&#039;&#039;: When operating a vehicle, the character&#039;s vehicle and everyone aboard, receives a +2 dodge bonus to AC.&lt;br /&gt;
;&amp;lt;u&amp;gt;Vehicle Expert&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The character can add his Dexterity modifier to his Profession (driver, pilot, or sailor).&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;: Dexterity.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Benefit&#039;&#039;&#039;: You can add your Dexterity modifier to Profession (driver, pilot, or sailor) when making a check involving a vehicle. This will increase all vehicle base stats including the vehicle&#039;s AC.&lt;br /&gt;
;&amp;lt;u&amp;gt;Vehicle Specialization&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The character gains a +3 bonus on Profession (driver, pilot, or sailor).&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;: 1 rank in skill Profession (driver, pilot, or sailor).&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Benefit&#039;&#039;&#039;: You gain a +3 bonus to a Profession (driver, pilot, or sailor) in one make/model of vehicle when making a check involving that vehicle.&lt;br /&gt;
&lt;br /&gt;
If you have 10 or more ranks in one of these skills, the bonus increases to +6 for that skill.&lt;/div&gt;</summary>
		<author><name>99.91.0.249</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Craft&amp;diff=2541</id>
		<title>Craft</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Craft&amp;diff=2541"/>
		<updated>2015-12-26T05:05:45Z</updated>

		<summary type="html">&lt;p&gt;99.91.0.249: /* Repairing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This skill encompasses several categories, each of them treated as a separate skill: [[-_Chemical|Craft (chemical)]], [[-_Electronic|Craft (electronic)]], [[-_Mechanical|Craft (mechanical)]], [[-_Pharmaceutical|Craft (pharmaceutical)]], [[-_Structural|Craft (structural)]]. This is similar behavior too Knowledge, Profession, Language skills. Each skill is also Rank Dependent. Some items require a certain rank or higher in a Crafting skill. Also in order to make master work items you need a rank of 3 or higher in a Craft skill. &lt;br /&gt;
&lt;br /&gt;
Below you will see instructions on how to edit the Character sheet manually. Instructions on manually editing a character sheet are boxed. For example:&lt;br /&gt;
&amp;lt;pre style=&amp;quot;white-space: pre-wrap; &lt;br /&gt;
white-space: -moz-pre-wrap; &lt;br /&gt;
white-space: -pre-wrap; &lt;br /&gt;
white-space: -o-pre-wrap; &lt;br /&gt;
word-wrap: break-word;&amp;quot;&amp;gt;&lt;br /&gt;
:Note: Crafting in most fantasy themed pen and paper games have a large list of crafting skills which include things such as visual art, and writing. This is in world where not every person is educated and literate. Where artisans have specialized crafts that take 1/2 a life time to learn and the other half to train a successor. However modern civilizations likely have there kids learn most of those things in schools. So in this universe Crafting is focused strictly on crafting and repairing useful items and ships/houses etc... For advanced writing of manuscripts, art work and so on pick a profession and if the action requires the Character be in-front of an audience then use the Preform skill. &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Craft skills are specifically focused on creating or repairing objects. To use a Craft skill effectively, a character must have a crafting kit specific to the craft (i.e: A Chemistry Kit) or some substitute for them. Without a kit a Character takes a -2 penalty when attempting to craft an item. The Character also cannot attempt to make a master worked item without the correct kit. An Advanced Crafting kit can provided a +2 bonus to crafting items.&lt;br /&gt;
&lt;br /&gt;
Crafting is also tied to repairing. Repairing just like making the item requires knowledge of the items construction. So if an item requires one time of Crafting skill to make it. It also requires that skill to repair it. However other crafting restrictions do not apply. For example if the item requires two skills for crafting the Character repairing it only needs ranks in one of those crafting skills in order to repair the item. Also the Character doesn&#039;t need to match the minimal skill rank requirement for making the item.&lt;br /&gt;
&lt;br /&gt;
== Crafting Costs ==&lt;br /&gt;
&lt;br /&gt;
Both Crafting and repairing require materials. Each craft has two types of materials. Normal and Advanced. Advanced is usually required for complicated equipment or master worked items. Advanced is always 3 times as costly as Normal material. In order to size up how much material you have on hand you can use Units just like Cargo Space for space ships. 1 Unit of materiel is 100Lbs and 1x1x1ft square of volume. The prices for 1 Unit of Normal Material is:&lt;br /&gt;
*Chemical: $250&lt;br /&gt;
*Electronic: $100&lt;br /&gt;
*Mechanical: $150&lt;br /&gt;
*Pharmaceutical: $500&lt;br /&gt;
*Structural: $100&lt;br /&gt;
&lt;br /&gt;
Items require 1/3rd there price worth of materials to make. Repairing usually takes 1/10th the price of an item. You do not have to buy crafting material in Unit increments. You can buy $10 or $335 at once. Units are just a way to organize spare material. This is because you may found yourself out in space far far away from a store that can provide with necessary materials. &lt;br /&gt;
&lt;br /&gt;
Procure Difficulty makes determining the amount of materials a tad more difficult. Any item that has a Procure Diff of +2 or more implies some special materials. This means you could not simply use already bought materials unless the Character specified that they bought materials to make the item with. This means that the Character will have to buy materials. There is a extra cost factored in to the materials specially for an item with a procure diff of 2 or more. Following the Procure Diff rules found [[Wealth_and_Money#Procure_Difficulty|here]]. The special materials should also be as hard to find as the procure diff suggests. Master worked items also bring a +1 to procure diff however when it comes to crafting this simply means that the item was crafted with the more expensive Advanced version of the materials and that the Character also has the required Crafting skill.&lt;br /&gt;
&lt;br /&gt;
== Craft Skill Checks ==&lt;br /&gt;
&lt;br /&gt;
When the player has the correct crafting skill and rank for the item. (The item should specify the crafting skill/rank) then the Character can attempt to make it. This requires a craft skill check too make sure the Character doesn&#039;t make a mistake in building the item. The default crafting DC for an genral equipment items is 10 unless specified otherwise. Weapons and Armor it is 12 unless specified otherwise. Master-worked items add a +5 to the DC. Structural items are divided up into 2 or 3 craft skill checks. Each DC is defaulted at 12. The Procure Difficulty also adds too the crafting of the item. Even if its just because its illegal. (Harding to craft something in secret in such a way that you wont get caught or leave evidence behind.). +1 per Procure Diff level.&lt;br /&gt;
&lt;br /&gt;
The Tech Level doesn&#039;t effect the DC of crafting an item. This only means that you cannot craft the item unless you have that level in the [[Tech|Tech]] skill.&lt;br /&gt;
&lt;br /&gt;
Failure means that the item is not made and 1/2 of the materials are wasted and 1/2 the time is also wasted before the person realizes the mistake. If it is a natural crit of 1 then 100% the materials and time are both wasted.&lt;br /&gt;
&lt;br /&gt;
== Crafting Time ==&lt;br /&gt;
&lt;br /&gt;
All crafting time is in 1 day increments. 1 day implies 8 to 10 hours of labor that will leave a Character with the [[Conditions#Fatigued|fatigued]] condition and require sleep to remove. If the Character then continues to do adventuring that same day before rest the Character gains the [[Conditions#Exhausted|exhausted]] condition.&lt;br /&gt;
&lt;br /&gt;
All Character items (Character items being items designed for use by a single character. For example: A weapon, suit of armor, personal computer, etc..) take 5 days to craft. This assumes that the item is being made to industrial standards and that part of the crafting process includes testing and clean up. The item once done could be sold at a store. The Character can choose to pause work. Or only work for half the day in order to not gain the fatigued condition. This however means that the Character will take an extra half day to finish the item. &lt;br /&gt;
&lt;br /&gt;
The Character can also reduce the time. Crafting facilities can do part of the crafting work automatically for the Character. They cost money to gain access unless of course the Character owns one. These work shops can allow the character to either build the item much faster. Or have to work less ever day. A basic work shop reduces the time in half round down. So for an item that takes 5 days to construct now only takes 2. Or 4 days of half day work. &lt;br /&gt;
&lt;br /&gt;
If the Character item doesn&#039;t specify the time then the default is 5 days. Items that require more time are usually personal items that are considered Large or Gigantic in size. If a Character item is considered Large then the default crafting time is 7 days. If it is Gigantic the default crafting time is 10 days. If the item is Large or Gigantic and it doesn&#039;t specify the crafting time then following the default 7 or 10 days respectively.&lt;br /&gt;
&lt;br /&gt;
Other Characters can help in the building or repairing of an item if they have the necessary crafting skill/ranks. The helping player can either take over for a half day so neither character takes the fatigued condition but the item still finished on time or the Character can attempt to assist in speeding up the building of the item. Either case the helping Character&#039;s player rolls for the assist. If the Characters are only dividing up the time between themselves then both Characters have to make successful craft checks. If just one of the Characters fails then the item is not made. If the Character is assisting then the roll acts like an skill assist. If the Character succeeds at the craft check a +2 bonus is added too the Character actually doing the crafting work. If it fails nothing negative happens the Character simply doesn&#039;t receive the +2 bonus. &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
If a Character succeeds at the crafting check with 5 or more higher then the DC then the Character can take a day of of working the item. An additional day for each 5 more the roll surpasses the DC.&lt;br /&gt;
&lt;br /&gt;
Large structural items such as a space ship, house or boat take much more time. And normally *require* work shops or some form of facility such as a docking bay for a space ship or a shipyard for a boat. These items should explain how many days it takes to craft the item if just a single person works on it. However if it doesn&#039;t assume that it would take 150 days. This accounts for working in a specially facility built to enable a Character to build such item. The only way to shorten the work is to add labor. There are no penalties for more people. You simply take the number of days and divide by the number of Character building and round up. Each Character has to have the required crafting skills. If a Character fails the skill check they simply do not build there part of the item. Someone else will have to pick up the slack. You can divide up this work however you may like. A Character can roll for only up to 10 days worth of work at a time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Repairing ==&lt;br /&gt;
&lt;br /&gt;
Repairing has the same DC rules as crafting. However for personal items it only takes either half day or a full day depending on the size of the item. Small Medium half day, Large gigantic full day. And the cost of materials is only 1/10th the cost of the item. In the case of procure diff has no effect on the materials or cost when repairing. There is a feat &amp;quot;Jerry Rigging&amp;quot; that allows a repair without the cost of the materials but the DC is +6. &lt;br /&gt;
&lt;br /&gt;
Repairing structures is different. Structures can have multi things that need repairing. Up to 10 different things can require repairs on a structure item before it is considered dilapidated and useless. Meaning that it would only be good for scrap. Each thing wrong with a structural item can take up to 10 days to repair and 1/10th the cost of the item. Multi people can work on the same broken item with the same rules as crafting the item. The &amp;quot;Jerry Rigging&amp;quot; feat still applies to structures but instead of effecting the materials it effects how long it takes to repair the item. Instead of 10 days. Just 1 day.&lt;/div&gt;</summary>
		<author><name>99.91.0.249</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Craft&amp;diff=2540</id>
		<title>Craft</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Craft&amp;diff=2540"/>
		<updated>2015-12-26T05:04:48Z</updated>

		<summary type="html">&lt;p&gt;99.91.0.249: /* Crafting Time */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This skill encompasses several categories, each of them treated as a separate skill: [[-_Chemical|Craft (chemical)]], [[-_Electronic|Craft (electronic)]], [[-_Mechanical|Craft (mechanical)]], [[-_Pharmaceutical|Craft (pharmaceutical)]], [[-_Structural|Craft (structural)]]. This is similar behavior too Knowledge, Profession, Language skills. Each skill is also Rank Dependent. Some items require a certain rank or higher in a Crafting skill. Also in order to make master work items you need a rank of 3 or higher in a Craft skill. &lt;br /&gt;
&lt;br /&gt;
Below you will see instructions on how to edit the Character sheet manually. Instructions on manually editing a character sheet are boxed. For example:&lt;br /&gt;
&amp;lt;pre style=&amp;quot;white-space: pre-wrap; &lt;br /&gt;
white-space: -moz-pre-wrap; &lt;br /&gt;
white-space: -pre-wrap; &lt;br /&gt;
white-space: -o-pre-wrap; &lt;br /&gt;
word-wrap: break-word;&amp;quot;&amp;gt;&lt;br /&gt;
:Note: Crafting in most fantasy themed pen and paper games have a large list of crafting skills which include things such as visual art, and writing. This is in world where not every person is educated and literate. Where artisans have specialized crafts that take 1/2 a life time to learn and the other half to train a successor. However modern civilizations likely have there kids learn most of those things in schools. So in this universe Crafting is focused strictly on crafting and repairing useful items and ships/houses etc... For advanced writing of manuscripts, art work and so on pick a profession and if the action requires the Character be in-front of an audience then use the Preform skill. &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Craft skills are specifically focused on creating or repairing objects. To use a Craft skill effectively, a character must have a crafting kit specific to the craft (i.e: A Chemistry Kit) or some substitute for them. Without a kit a Character takes a -2 penalty when attempting to craft an item. The Character also cannot attempt to make a master worked item without the correct kit. An Advanced Crafting kit can provided a +2 bonus to crafting items.&lt;br /&gt;
&lt;br /&gt;
Crafting is also tied to repairing. Repairing just like making the item requires knowledge of the items construction. So if an item requires one time of Crafting skill to make it. It also requires that skill to repair it. However other crafting restrictions do not apply. For example if the item requires two skills for crafting the Character repairing it only needs ranks in one of those crafting skills in order to repair the item. Also the Character doesn&#039;t need to match the minimal skill rank requirement for making the item.&lt;br /&gt;
&lt;br /&gt;
== Crafting Costs ==&lt;br /&gt;
&lt;br /&gt;
Both Crafting and repairing require materials. Each craft has two types of materials. Normal and Advanced. Advanced is usually required for complicated equipment or master worked items. Advanced is always 3 times as costly as Normal material. In order to size up how much material you have on hand you can use Units just like Cargo Space for space ships. 1 Unit of materiel is 100Lbs and 1x1x1ft square of volume. The prices for 1 Unit of Normal Material is:&lt;br /&gt;
*Chemical: $250&lt;br /&gt;
*Electronic: $100&lt;br /&gt;
*Mechanical: $150&lt;br /&gt;
*Pharmaceutical: $500&lt;br /&gt;
*Structural: $100&lt;br /&gt;
&lt;br /&gt;
Items require 1/3rd there price worth of materials to make. Repairing usually takes 1/10th the price of an item. You do not have to buy crafting material in Unit increments. You can buy $10 or $335 at once. Units are just a way to organize spare material. This is because you may found yourself out in space far far away from a store that can provide with necessary materials. &lt;br /&gt;
&lt;br /&gt;
Procure Difficulty makes determining the amount of materials a tad more difficult. Any item that has a Procure Diff of +2 or more implies some special materials. This means you could not simply use already bought materials unless the Character specified that they bought materials to make the item with. This means that the Character will have to buy materials. There is a extra cost factored in to the materials specially for an item with a procure diff of 2 or more. Following the Procure Diff rules found [[Wealth_and_Money#Procure_Difficulty|here]]. The special materials should also be as hard to find as the procure diff suggests. Master worked items also bring a +1 to procure diff however when it comes to crafting this simply means that the item was crafted with the more expensive Advanced version of the materials and that the Character also has the required Crafting skill.&lt;br /&gt;
&lt;br /&gt;
== Craft Skill Checks ==&lt;br /&gt;
&lt;br /&gt;
When the player has the correct crafting skill and rank for the item. (The item should specify the crafting skill/rank) then the Character can attempt to make it. This requires a craft skill check too make sure the Character doesn&#039;t make a mistake in building the item. The default crafting DC for an genral equipment items is 10 unless specified otherwise. Weapons and Armor it is 12 unless specified otherwise. Master-worked items add a +5 to the DC. Structural items are divided up into 2 or 3 craft skill checks. Each DC is defaulted at 12. The Procure Difficulty also adds too the crafting of the item. Even if its just because its illegal. (Harding to craft something in secret in such a way that you wont get caught or leave evidence behind.). +1 per Procure Diff level.&lt;br /&gt;
&lt;br /&gt;
The Tech Level doesn&#039;t effect the DC of crafting an item. This only means that you cannot craft the item unless you have that level in the [[Tech|Tech]] skill.&lt;br /&gt;
&lt;br /&gt;
Failure means that the item is not made and 1/2 of the materials are wasted and 1/2 the time is also wasted before the person realizes the mistake. If it is a natural crit of 1 then 100% the materials and time are both wasted.&lt;br /&gt;
&lt;br /&gt;
== Crafting Time ==&lt;br /&gt;
&lt;br /&gt;
All crafting time is in 1 day increments. 1 day implies 8 to 10 hours of labor that will leave a Character with the [[Conditions#Fatigued|fatigued]] condition and require sleep to remove. If the Character then continues to do adventuring that same day before rest the Character gains the [[Conditions#Exhausted|exhausted]] condition.&lt;br /&gt;
&lt;br /&gt;
All Character items (Character items being items designed for use by a single character. For example: A weapon, suit of armor, personal computer, etc..) take 5 days to craft. This assumes that the item is being made to industrial standards and that part of the crafting process includes testing and clean up. The item once done could be sold at a store. The Character can choose to pause work. Or only work for half the day in order to not gain the fatigued condition. This however means that the Character will take an extra half day to finish the item. &lt;br /&gt;
&lt;br /&gt;
The Character can also reduce the time. Crafting facilities can do part of the crafting work automatically for the Character. They cost money to gain access unless of course the Character owns one. These work shops can allow the character to either build the item much faster. Or have to work less ever day. A basic work shop reduces the time in half round down. So for an item that takes 5 days to construct now only takes 2. Or 4 days of half day work. &lt;br /&gt;
&lt;br /&gt;
If the Character item doesn&#039;t specify the time then the default is 5 days. Items that require more time are usually personal items that are considered Large or Gigantic in size. If a Character item is considered Large then the default crafting time is 7 days. If it is Gigantic the default crafting time is 10 days. If the item is Large or Gigantic and it doesn&#039;t specify the crafting time then following the default 7 or 10 days respectively.&lt;br /&gt;
&lt;br /&gt;
Other Characters can help in the building or repairing of an item if they have the necessary crafting skill/ranks. The helping player can either take over for a half day so neither character takes the fatigued condition but the item still finished on time or the Character can attempt to assist in speeding up the building of the item. Either case the helping Character&#039;s player rolls for the assist. If the Characters are only dividing up the time between themselves then both Characters have to make successful craft checks. If just one of the Characters fails then the item is not made. If the Character is assisting then the roll acts like an skill assist. If the Character succeeds at the craft check a +2 bonus is added too the Character actually doing the crafting work. If it fails nothing negative happens the Character simply doesn&#039;t receive the +2 bonus. &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
If a Character succeeds at the crafting check with 5 or more higher then the DC then the Character can take a day of of working the item. An additional day for each 5 more the roll surpasses the DC.&lt;br /&gt;
&lt;br /&gt;
Large structural items such as a space ship, house or boat take much more time. And normally *require* work shops or some form of facility such as a docking bay for a space ship or a shipyard for a boat. These items should explain how many days it takes to craft the item if just a single person works on it. However if it doesn&#039;t assume that it would take 150 days. This accounts for working in a specially facility built to enable a Character to build such item. The only way to shorten the work is to add labor. There are no penalties for more people. You simply take the number of days and divide by the number of Character building and round up. Each Character has to have the required crafting skills. If a Character fails the skill check they simply do not build there part of the item. Someone else will have to pick up the slack. You can divide up this work however you may like. A Character can roll for only up to 10 days worth of work at a time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Repairing ==&lt;br /&gt;
&lt;br /&gt;
Repairing has the same DC rules as crafting. However for personal items it only takes either half day or a full day depending on the size of the item. Small Medium half day, Large gigantic full day. And the cost of materials is only 1/10th the cost of the item. In the case of procure diff has no effect on the materials or cost when repairing. There is a feat &amp;quot;Jerry Rigging&amp;quot; that allows a repair without the cost of the materials but the DC is +6. &lt;br /&gt;
&lt;br /&gt;
Repairing structures is different. Structures can have multi things that need repairing. Up to 10 different things can require repairs on a structure item before it is considered dilapidated and useless. Meaning that it would only be good for scrap. Each thing wrong with a structural item can take up to 10 days to repair and 1/10th the cost of the item. Multi people can work on the same broken item with the same rules as crafting the item.&lt;/div&gt;</summary>
		<author><name>99.91.0.249</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Craft&amp;diff=2539</id>
		<title>Craft</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Craft&amp;diff=2539"/>
		<updated>2015-12-26T04:56:41Z</updated>

		<summary type="html">&lt;p&gt;99.91.0.249: /* Crafting Costs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This skill encompasses several categories, each of them treated as a separate skill: [[-_Chemical|Craft (chemical)]], [[-_Electronic|Craft (electronic)]], [[-_Mechanical|Craft (mechanical)]], [[-_Pharmaceutical|Craft (pharmaceutical)]], [[-_Structural|Craft (structural)]]. This is similar behavior too Knowledge, Profession, Language skills. Each skill is also Rank Dependent. Some items require a certain rank or higher in a Crafting skill. Also in order to make master work items you need a rank of 3 or higher in a Craft skill. &lt;br /&gt;
&lt;br /&gt;
Below you will see instructions on how to edit the Character sheet manually. Instructions on manually editing a character sheet are boxed. For example:&lt;br /&gt;
&amp;lt;pre style=&amp;quot;white-space: pre-wrap; &lt;br /&gt;
white-space: -moz-pre-wrap; &lt;br /&gt;
white-space: -pre-wrap; &lt;br /&gt;
white-space: -o-pre-wrap; &lt;br /&gt;
word-wrap: break-word;&amp;quot;&amp;gt;&lt;br /&gt;
:Note: Crafting in most fantasy themed pen and paper games have a large list of crafting skills which include things such as visual art, and writing. This is in world where not every person is educated and literate. Where artisans have specialized crafts that take 1/2 a life time to learn and the other half to train a successor. However modern civilizations likely have there kids learn most of those things in schools. So in this universe Crafting is focused strictly on crafting and repairing useful items and ships/houses etc... For advanced writing of manuscripts, art work and so on pick a profession and if the action requires the Character be in-front of an audience then use the Preform skill. &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Craft skills are specifically focused on creating or repairing objects. To use a Craft skill effectively, a character must have a crafting kit specific to the craft (i.e: A Chemistry Kit) or some substitute for them. Without a kit a Character takes a -2 penalty when attempting to craft an item. The Character also cannot attempt to make a master worked item without the correct kit. An Advanced Crafting kit can provided a +2 bonus to crafting items.&lt;br /&gt;
&lt;br /&gt;
Crafting is also tied to repairing. Repairing just like making the item requires knowledge of the items construction. So if an item requires one time of Crafting skill to make it. It also requires that skill to repair it. However other crafting restrictions do not apply. For example if the item requires two skills for crafting the Character repairing it only needs ranks in one of those crafting skills in order to repair the item. Also the Character doesn&#039;t need to match the minimal skill rank requirement for making the item.&lt;br /&gt;
&lt;br /&gt;
== Crafting Costs ==&lt;br /&gt;
&lt;br /&gt;
Both Crafting and repairing require materials. Each craft has two types of materials. Normal and Advanced. Advanced is usually required for complicated equipment or master worked items. Advanced is always 3 times as costly as Normal material. In order to size up how much material you have on hand you can use Units just like Cargo Space for space ships. 1 Unit of materiel is 100Lbs and 1x1x1ft square of volume. The prices for 1 Unit of Normal Material is:&lt;br /&gt;
*Chemical: $250&lt;br /&gt;
*Electronic: $100&lt;br /&gt;
*Mechanical: $150&lt;br /&gt;
*Pharmaceutical: $500&lt;br /&gt;
*Structural: $100&lt;br /&gt;
&lt;br /&gt;
Items require 1/3rd there price worth of materials to make. Repairing usually takes 1/10th the price of an item. You do not have to buy crafting material in Unit increments. You can buy $10 or $335 at once. Units are just a way to organize spare material. This is because you may found yourself out in space far far away from a store that can provide with necessary materials. &lt;br /&gt;
&lt;br /&gt;
Procure Difficulty makes determining the amount of materials a tad more difficult. Any item that has a Procure Diff of +2 or more implies some special materials. This means you could not simply use already bought materials unless the Character specified that they bought materials to make the item with. This means that the Character will have to buy materials. There is a extra cost factored in to the materials specially for an item with a procure diff of 2 or more. Following the Procure Diff rules found [[Wealth_and_Money#Procure_Difficulty|here]]. The special materials should also be as hard to find as the procure diff suggests. Master worked items also bring a +1 to procure diff however when it comes to crafting this simply means that the item was crafted with the more expensive Advanced version of the materials and that the Character also has the required Crafting skill.&lt;br /&gt;
&lt;br /&gt;
== Craft Skill Checks ==&lt;br /&gt;
&lt;br /&gt;
When the player has the correct crafting skill and rank for the item. (The item should specify the crafting skill/rank) then the Character can attempt to make it. This requires a craft skill check too make sure the Character doesn&#039;t make a mistake in building the item. The default crafting DC for an genral equipment items is 10 unless specified otherwise. Weapons and Armor it is 12 unless specified otherwise. Master-worked items add a +5 to the DC. Structural items are divided up into 2 or 3 craft skill checks. Each DC is defaulted at 12. The Procure Difficulty also adds too the crafting of the item. Even if its just because its illegal. (Harding to craft something in secret in such a way that you wont get caught or leave evidence behind.). +1 per Procure Diff level.&lt;br /&gt;
&lt;br /&gt;
The Tech Level doesn&#039;t effect the DC of crafting an item. This only means that you cannot craft the item unless you have that level in the [[Tech|Tech]] skill.&lt;br /&gt;
&lt;br /&gt;
Failure means that the item is not made and 1/2 of the materials are wasted and 1/2 the time is also wasted before the person realizes the mistake. If it is a natural crit of 1 then 100% the materials and time are both wasted.&lt;br /&gt;
&lt;br /&gt;
== Crafting Time ==&lt;br /&gt;
&lt;br /&gt;
All crafting time is in 1 day increments. 1 day implies 8 to 10 hours of labor that will leave a Character with the [[Conditions#Fatigued|fatigued]] condition and require sleep to remove. If the Character then continues to do adventuring that same day before rest the Character gains the [[Conditions#Exhausted|exhausted]] condition.&lt;br /&gt;
&lt;br /&gt;
All Character items (Character items being items designed for use by a single character. For example: A weapon, suit of armor, personal computer, etc..) take 5 days to craft. This assumes that the item is being made to industrial standards and that part of the crafting process includes testing and clean up. The item once done could be sold at a store. The Character can choose to pause work. Or only work for half the day in order to not gain the fatigued condition. This however means that the Character will take an extra half day to finish the item. &lt;br /&gt;
&lt;br /&gt;
The Character can also reduce the time. Crafting facilities can do part of the crafting work automatically for the Character. They cost money to gain access unless of course the Character owns one. These work shops can allow the character to either build the item much faster. Or have to work less ever day. A basic work shop reduces the time in half round down. So for an item that takes 5 days to construct now only takes 2. Or 4 days of half day work. &lt;br /&gt;
&lt;br /&gt;
If the Character item doesn&#039;t specify the time then the default is 5 days. Items that require more time are usually personal items that are considered Large or Gigantic in size. If a Character item is considered Large then the default crafting time is 7 days. If it is Gigantic the default crafting time is 10 days. If the item is Large or Gigantic and it doesn&#039;t specify the crafting time then following the default 7 or 10 days respectively.&lt;br /&gt;
&lt;br /&gt;
Other Characters can help in the building or repairing of an item if they have the necessary crafting skill/ranks. The helping player can either take over for a half day so neither character takes the fatigued condition but the item still finished on time or the Character can attempt to assist in speeding up the building of the item. Either case the helping Character&#039;s player rolls for the assist. If the Characters are only dividing up the time between themselves then both Characters have to make successful craft checks. If just one of the Characters fails then the item is not made. If the Character is assisting then the roll acts like an skill assist. If the Character succeeds at the craft check a +2 bonus is added too the Character actually doing the crafting work. If it fails nothing negative happens the Character simply doesn&#039;t receive the +2 bonus. &lt;br /&gt;
&lt;br /&gt;
If a Character succeeds at the crafting check with 5 or more higher then the DC then the Character can take a day of of working the item. An additional day for each 5 more the roll surpasses the DC.&lt;br /&gt;
&lt;br /&gt;
Large structural items such as a space ship, house or boat take much more time. And normally *require* work shops or some form of facility such as a docking bay for a space ship or a shipyard for a boat. These items should explain how many days it takes to craft the item if just a single person works on it. However if it doesn&#039;t assume that it would take 150 days. This accounts for working in a specially facility built to enable a Character to build such item. The only way to shorten the work is to add labor. There are no penalties for more people. You simply take the number of days and divide by the number of Character building and round up. Each Character has to have the required crafting skills. If a Character fails the skill check they simply do not build there part of the item. Someone else will have to pick up the slack. You can divide up this work however you may like. A Character can roll for only up to 10 days worth of work at a time.&lt;/div&gt;</summary>
		<author><name>99.91.0.249</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Craft&amp;diff=2538</id>
		<title>Craft</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Craft&amp;diff=2538"/>
		<updated>2015-12-26T04:46:35Z</updated>

		<summary type="html">&lt;p&gt;99.91.0.249: /* Crafting Time */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This skill encompasses several categories, each of them treated as a separate skill: [[-_Chemical|Craft (chemical)]], [[-_Electronic|Craft (electronic)]], [[-_Mechanical|Craft (mechanical)]], [[-_Pharmaceutical|Craft (pharmaceutical)]], [[-_Structural|Craft (structural)]]. This is similar behavior too Knowledge, Profession, Language skills. Each skill is also Rank Dependent. Some items require a certain rank or higher in a Crafting skill. Also in order to make master work items you need a rank of 3 or higher in a Craft skill. &lt;br /&gt;
&lt;br /&gt;
Below you will see instructions on how to edit the Character sheet manually. Instructions on manually editing a character sheet are boxed. For example:&lt;br /&gt;
&amp;lt;pre style=&amp;quot;white-space: pre-wrap; &lt;br /&gt;
white-space: -moz-pre-wrap; &lt;br /&gt;
white-space: -pre-wrap; &lt;br /&gt;
white-space: -o-pre-wrap; &lt;br /&gt;
word-wrap: break-word;&amp;quot;&amp;gt;&lt;br /&gt;
:Note: Crafting in most fantasy themed pen and paper games have a large list of crafting skills which include things such as visual art, and writing. This is in world where not every person is educated and literate. Where artisans have specialized crafts that take 1/2 a life time to learn and the other half to train a successor. However modern civilizations likely have there kids learn most of those things in schools. So in this universe Crafting is focused strictly on crafting and repairing useful items and ships/houses etc... For advanced writing of manuscripts, art work and so on pick a profession and if the action requires the Character be in-front of an audience then use the Preform skill. &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Craft skills are specifically focused on creating or repairing objects. To use a Craft skill effectively, a character must have a crafting kit specific to the craft (i.e: A Chemistry Kit) or some substitute for them. Without a kit a Character takes a -2 penalty when attempting to craft an item. The Character also cannot attempt to make a master worked item without the correct kit. An Advanced Crafting kit can provided a +2 bonus to crafting items.&lt;br /&gt;
&lt;br /&gt;
Crafting is also tied to repairing. Repairing just like making the item requires knowledge of the items construction. So if an item requires one time of Crafting skill to make it. It also requires that skill to repair it. However other crafting restrictions do not apply. For example if the item requires two skills for crafting the Character repairing it only needs ranks in one of those crafting skills in order to repair the item. Also the Character doesn&#039;t need to match the minimal skill rank requirement for making the item.&lt;br /&gt;
&lt;br /&gt;
== Crafting Costs ==&lt;br /&gt;
&lt;br /&gt;
Both Crafting and repairing require materials. Each craft has two types of materials. Normal and Advanced. Advanced is usually required for complicated equipment or master worked items. Advanced is always 3 times as costly as Normal material. In order to size up how much material you have on hand you can use Units just like Cargo Space for space ships. 1 Unit of materiel is 100Lbs and 1x1x1ft square of volume. The prices for 1 Unit of Normal Material is:&lt;br /&gt;
*Chemical: $250&lt;br /&gt;
*Electronic: $100&lt;br /&gt;
*Mechanical: $150&lt;br /&gt;
*Pharmaceutical: $500&lt;br /&gt;
*Structural: $100&lt;br /&gt;
&lt;br /&gt;
Items require 1/3rd there price worth of materials to make. Repairing usually takes 1/10th the price of an item. You do not have to buy crafting material in Unit increments. You can buy $10 or $335 at once. Units are just a way to organize spare material. This is because you may found yourself out in space far far away from a store that can provide with necessary materials. &lt;br /&gt;
&lt;br /&gt;
Procure Difficulty makes determining the amount of materials a tad more difficult. Any item that has a Procure Diff of +2 or more implies some special materials. This means you could not simply use already bought materials unless the Character specified that they bought materials to make the item with. This means that the Character will have to buy materials. There is a extra cost factored in to the materials specially for an item with a procure diff of 2 or more. Following the Procure Diff rules found [[Wealth_and_Money#Procure_Difficulty|here]]. The special materials should also be as hard to find as the procure diff suggests. Master worked items also bring a +1 to procure diff however when it comes to crafting this simply means that the item was crafted with the more expensive Advanced version of the materials and that the Character also has the required Crafting skill.&lt;br /&gt;
&lt;br /&gt;
== Crafting Time ==&lt;br /&gt;
&lt;br /&gt;
All crafting time is in 1 day increments. 1 day implies 8 to 10 hours of labor that will leave a Character with the [[Conditions#Fatigued|fatigued]] condition and require sleep to remove. If the Character then continues to do adventuring that same day before rest the Character gains the [[Conditions#Exhausted|exhausted]] condition.&lt;br /&gt;
&lt;br /&gt;
All Character items (Character items being items designed for use by a single character. For example: A weapon, suit of armor, personal computer, etc..) take 5 days to craft. This assumes that the item is being made to industrial standards and that part of the crafting process includes testing and clean up. The item once done could be sold at a store. The Character can choose to pause work. Or only work for half the day in order to not gain the fatigued condition. This however means that the Character will take an extra half day to finish the item. &lt;br /&gt;
&lt;br /&gt;
The Character can also reduce the time. Crafting facilities can do part of the crafting work automatically for the Character. They cost money to gain access unless of course the Character owns one. These work shops can allow the character to either build the item much faster. Or have to work less ever day. A basic work shop reduces the time in half round down. So for an item that takes 5 days to construct now only takes 2. Or 4 days of half day work. &lt;br /&gt;
&lt;br /&gt;
If the Character item doesn&#039;t specify the time then the default is 5 days. Items that require more time are usually personal items that are considered Large or Gigantic in size. If a Character item is considered Large then the default crafting time is 7 days. If it is Gigantic the default crafting time is 10 days. If the item is Large or Gigantic and it doesn&#039;t specify the crafting time then following the default 7 or 10 days respectively.&lt;br /&gt;
&lt;br /&gt;
Other Characters can help in the building or repairing of an item if they have the necessary crafting skill/ranks. The helping player can either take over for a half day so neither character takes the fatigued condition but the item still finished on time or the Character can attempt to assist in speeding up the building of the item. Either case the helping Character&#039;s player rolls for the assist. If the Characters are only dividing up the time between themselves then both Characters have to make successful craft checks. If just one of the Characters fails then the item is not made. If the Character is assisting then the roll acts like an skill assist. If the Character succeeds at the craft check a +2 bonus is added too the Character actually doing the crafting work. If it fails nothing negative happens the Character simply doesn&#039;t receive the +2 bonus. &lt;br /&gt;
&lt;br /&gt;
If a Character succeeds at the crafting check with 5 or more higher then the DC then the Character can take a day of of working the item. An additional day for each 5 more the roll surpasses the DC.&lt;br /&gt;
&lt;br /&gt;
Large structural items such as a space ship, house or boat take much more time. And normally *require* work shops or some form of facility such as a docking bay for a space ship or a shipyard for a boat. These items should explain how many days it takes to craft the item if just a single person works on it. However if it doesn&#039;t assume that it would take 150 days. This accounts for working in a specially facility built to enable a Character to build such item. The only way to shorten the work is to add labor. There are no penalties for more people. You simply take the number of days and divide by the number of Character building and round up. Each Character has to have the required crafting skills. If a Character fails the skill check they simply do not build there part of the item. Someone else will have to pick up the slack. You can divide up this work however you may like. A Character can roll for only up to 10 days worth of work at a time.&lt;/div&gt;</summary>
		<author><name>99.91.0.249</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Wealth_and_Money&amp;diff=2537</id>
		<title>Wealth and Money</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Wealth_and_Money&amp;diff=2537"/>
		<updated>2015-12-26T03:34:49Z</updated>

		<summary type="html">&lt;p&gt;99.91.0.249: /* Procure Difficulty */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Money use to be such a simple thing. People use to trade items for other items that they needed. And in order to help facilitate that currency was created. Now with gold/silver stamped coins people could trade items for value without having to receive something they didn&#039;t find as valuable. Our wealth was dependent on how many coins you had. To help insure your money banks where formed. They kept your coins safe while also allowing people to buy things with money they didn&#039;t have. They just needed to go into debt with the banks. &lt;br /&gt;
&lt;br /&gt;
Things quickly started to get more complicated from there Banks/Credit/Debt. And all that was before advancing technologies such as the internet with electronic transfers, interest rates, credit limits. This wealth system is an attempt to simplify managing money and wealth while still representing some of the complicated aspects of our modern and possibly future economy without compromising game play and story telling. &lt;br /&gt;
&lt;br /&gt;
Some player&#039;s may only need to review the Basic Rules. Advanced Rules are only there for more complicated purchases if the GM and/or Characters wish to roll play buying equipment such as ships that may cost vastly more then what they have on hand through a Loan. As well as how additional sources of income come into play.&lt;br /&gt;
&lt;br /&gt;
== Basic Rules ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Credit Rating to Budget amount&lt;br /&gt;
! Credit Rating&lt;br /&gt;
! Budget&lt;br /&gt;
|-&lt;br /&gt;
| 0 || $0&lt;br /&gt;
|-&lt;br /&gt;
| 1 || $250 +250&lt;br /&gt;
|-&lt;br /&gt;
| 2 || $500&lt;br /&gt;
|-&lt;br /&gt;
| 3 || $750&lt;br /&gt;
|-&lt;br /&gt;
| 4 || $1000&lt;br /&gt;
|-&lt;br /&gt;
| 5 || $1250&lt;br /&gt;
|-&lt;br /&gt;
| 6 || $1500&lt;br /&gt;
|-&lt;br /&gt;
| 7 || $1750&lt;br /&gt;
|-&lt;br /&gt;
| 8 || $2000&lt;br /&gt;
|-&lt;br /&gt;
| 9 || $2250&lt;br /&gt;
|-&lt;br /&gt;
| 10 || $2500&lt;br /&gt;
|-&lt;br /&gt;
| 11 || $3000 +500&lt;br /&gt;
|-&lt;br /&gt;
| 12 || $3500&lt;br /&gt;
|-&lt;br /&gt;
| 13 || $4000&lt;br /&gt;
|-&lt;br /&gt;
| 14 || $4500&lt;br /&gt;
|-&lt;br /&gt;
| 15 || $5000&lt;br /&gt;
|-&lt;br /&gt;
| 16 || $5500&lt;br /&gt;
|-&lt;br /&gt;
| 17 || $6000&lt;br /&gt;
|-&lt;br /&gt;
| 18 || $6500&lt;br /&gt;
|-&lt;br /&gt;
| 19 || $7000&lt;br /&gt;
|-&lt;br /&gt;
| 20 || $7500&lt;br /&gt;
|-&lt;br /&gt;
| 21 || $8500 +1000&lt;br /&gt;
|-&lt;br /&gt;
| 22 || $9500&lt;br /&gt;
|-&lt;br /&gt;
| 23 || $10500&lt;br /&gt;
|-&lt;br /&gt;
| 24 || $11500&lt;br /&gt;
|-&lt;br /&gt;
| 25 || $12500&lt;br /&gt;
|-&lt;br /&gt;
| 26 || $13500&lt;br /&gt;
|-&lt;br /&gt;
| 27 || $14500&lt;br /&gt;
|-&lt;br /&gt;
| 28 || $15500&lt;br /&gt;
|-&lt;br /&gt;
| 29 || $16500&lt;br /&gt;
|-&lt;br /&gt;
| 30 || $17500&lt;br /&gt;
|-&lt;br /&gt;
| 31 || $19000 +1500&lt;br /&gt;
|-&lt;br /&gt;
| 32 || $20500&lt;br /&gt;
|-&lt;br /&gt;
| 33 || $22000&lt;br /&gt;
|-&lt;br /&gt;
| 34 || $23500&lt;br /&gt;
|-&lt;br /&gt;
| 35 || $25000&lt;br /&gt;
|-&lt;br /&gt;
| 36 || $26500&lt;br /&gt;
|-&lt;br /&gt;
| 37 || $28000&lt;br /&gt;
|-&lt;br /&gt;
| 38 || $29500&lt;br /&gt;
|-&lt;br /&gt;
| 39 || $31000&lt;br /&gt;
|-&lt;br /&gt;
| 40 || $32500&lt;br /&gt;
|-&lt;br /&gt;
| 41 || $34500 +2000&lt;br /&gt;
|-&lt;br /&gt;
| 42 || $36500&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
All things revolve around the ISC otherwise known as Credits. Credits is the official Currency used galaxy wide and Character&#039;s will use them to buy items while adventuring. Characters gain credits through there [[Professions|Profession]] as well as adventuring. Character Budgets show how much money a Character gets just from there Profession that they can spend in a 1 month time frame. You can learn about these in the Basic Section. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;white-space: pre-wrap; &lt;br /&gt;
white-space: -moz-pre-wrap; &lt;br /&gt;
white-space: -pre-wrap; &lt;br /&gt;
white-space: -o-pre-wrap; &lt;br /&gt;
word-wrap: break-word;&amp;quot;&amp;gt;&lt;br /&gt;
Editing Character Sheet: Credits show how much money a Character has on them. There wealth is shown on the second page of the Character sheet near the bottom underneath the items section. This section has three parts: (Credit Score/Budget/Credits) Credit Score rules are explained below along with Budget (which is determined by Credit Score). Credits is simply the amount of wealth a Character has. Credits is the most important part. Many Characters will likely not have a Credit Score or Budget and thus not need to understand those rules.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Below the Basic Section is the &#039;Buying Stuff&#039; section which has the [[Wealth_and_Money#Procure_Difficulty|Procure Difficulty]] rules. This is just a set of rules for making an item more expensive or difficult to acquire to represent that it may be rare or illegal. &lt;br /&gt;
 &lt;br /&gt;
Below that is the last section the [[Wealth_and_Money#Advanced_Rules|Advance Rules]] section. This has more in depth explanation of the credit score and Loaning Power as well as additional sources of income and how they factor into game play. Credit Score determines a Character&#039;s Budget as well as determines the &#039;loaning power&#039; the Character has. Credit Score/Loaning Power is not necessary to know about unless the Character intends to roll play buying extremely expensive items. The GM may not have an adventure in mind that even deals with players needing to know the Advance Rules for buying.&lt;br /&gt;
&lt;br /&gt;
=== Inter-Stellar Credits (ISC) ===&lt;br /&gt;
&lt;br /&gt;
One of the biggest things the [[Species|Jove]] brought too the Milky Way was a way to be an intermediate for trade. No longer did alien Civilizations exchange resources using rare materiel trade but instead use modern concept of money and credit. The Jove setup a banking system connecting across the galaxy using state-of-the-art quantum entanglement communication systems. The Interstellar Ledger of Wealth is the foundation of the bank. An advance public ledger that uses powerful encryption systems monitored by all who wish to participate. There is no exclusive member within the bank making the public accountable for themselves. Almost all civilizations recognized ISC (or just Credits for short) as a valid form of currency. Some governments even have converted there currency over too ISC/Credits.&lt;br /&gt;
&lt;br /&gt;
A Character within the Future Path world can buy almost anything with Credits. There is only one type of Credits and its value is considered the same across the Galaxy. There are other currencies that are local too a Civilization. Sometimes that currency is recognized by neighboring Civilizations. However the details of other currencies and there worth should be up to the GM and the story that is being told. As for most Character&#039;s traveling around the Ring of Life within the Milky Way Credits is all that is needed. &lt;br /&gt;
&lt;br /&gt;
Starting wealth, the amount of Credits and Credit Score (See section below as well as table to the right) can be determined by a Character&#039;s starting Profession. Find out more about professions [[Professions|here]]. &lt;br /&gt;
&lt;br /&gt;
Below is rules on the Credit Score of a Character. This can determine how many Credits the Character earns every month at his or her&#039;s job. (Which is the Character&#039;s Budget) If your Character doesn&#039;t have a job or during adventuring they are unable to preform the Job then Credit score is not necessary.&lt;br /&gt;
&lt;br /&gt;
=== Credit ===&lt;br /&gt;
&lt;br /&gt;
The Credit Level tells how much your budget is. It can start at 0 which means you have no spare cash to afford anything. It also means you cannot buy anything on loan. The only money you may have is whats on you or in other words your Bonus income. At a Credit score of 1 you have $250 IGC (Inter-Galatia Currency) as a budget. And for ever point higher you had an additional 250 IGC. However at level 11 you start to add $500 too the budget instead of $250. The increase that happens every 10 steps is to represent that it is easier to increase wealth when one has more wealth. At level 21 this occurs again and now you add an additional $1000. You add $500 more to what you grow each level for ever 10 levels. A full chart of this process is shown below to help explain. &lt;br /&gt;
&lt;br /&gt;
Your Credit score is determined by your [[Professions|Profession]]. Please review the Professions page for more information on starting wealth. Keep in mind that professions may change as your character levels up and gains new Advance Classes.&lt;br /&gt;
&lt;br /&gt;
== Buying Stuff ==&lt;br /&gt;
&lt;br /&gt;
Most items have a set price based on Credits. Such as [[General_Equipment#Computers_and_Consumer_Electronics|Neural Computer Link]] for $2500 credits. The Character can see how much credits he or she has on hand. This is Credits + the Character Budget (Budget is provided by the Credit Score which in turn is provided by Character&#039;s Profession) if they have any. If the Character has enough Credits they subtract that amount from there wealth and get the item. Budget is considered part of the advanced rules and not necessary to know. To learn more about it go to the Budget section below. &lt;br /&gt;
&lt;br /&gt;
The primary thing is simply the amount of credits. If a character has $10,000 credits then they can buy $10,000 worth of something. &lt;br /&gt;
&lt;br /&gt;
=== Procure Difficulty ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: Procure Difficulty Levels&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Level&lt;br /&gt;
! Extra Cost&lt;br /&gt;
! Explanation&lt;br /&gt;
|-&lt;br /&gt;
| Level 0 || %0 || In most cases the item will be common and can be found with little difficulty &amp;lt;br/&amp;gt;in stores as long as its in the same tech level.&lt;br /&gt;
|-&lt;br /&gt;
| Level 1 || %10 || The item is not common however usually not illegal. Larger stores and cites, &amp;lt;br/&amp;gt;popular places of trade or places that specialize in having it. &lt;br /&gt;
|-&lt;br /&gt;
| Level 2 || %20 || The characters will likely have to work to find the item. Sometimes it can be  &amp;lt;br/&amp;gt;illegal. You will have to go to places known to have it.  It will be rare to see  &amp;lt;br/&amp;gt;it anywhere else.&lt;br /&gt;
|-&lt;br /&gt;
| Level 3 || %50 || Almost always illegal or simply extremely rare and probably unknown to the  &amp;lt;br/&amp;gt;average person unless the character is familiar with the items field. &lt;br /&gt;
|-&lt;br /&gt;
| Level 4 || X2 || Probably illegal. Highly unlikely to be found anywhere except in hidden markets  &amp;lt;br/&amp;gt;or extremely expensive public ones.&lt;br /&gt;
|-&lt;br /&gt;
| Level 5 || X3 || Usually not for sale precious items. Or extremely illegal or both. If its not  &amp;lt;br/&amp;gt;highly illegal then it is a niche item that few people would ever know about.&lt;br /&gt;
|}&lt;br /&gt;
This is mainly a tool for the GM to help in deciding how easy it is for players to procure weapons. Many factors can come into play and effect this. Here are some basic rules to help avoid arguments over wither not a shop keeper or gun store would have the item in question. To the right is a table explaining in a rough summary what each level can mean. The levels or more like a guideline or a scale to be able to easily communicate the difficultly of procuring any item in the game to other players.&lt;br /&gt;
&lt;br /&gt;
There are 6 levels of difficulty 0 through 5. Although it doesn&#039;t always have to do with legality of the item that usually has something to do with it. Zero is the easiest and means that the item is not illegal and is fairly common. 5 means that it is usually illegal and can mean extreme consequences if caught buying, selling or simply having it in your procession. It also implies doing so is time consuming and difficult.&lt;br /&gt;
&lt;br /&gt;
The rules here are very loose. They are designed more as a ground work. To provide a scale to work off so that GMs have a way to explaining/defending how hard it may be to acquire an item even if the player character has enough money and is at the right store. The GM can add the difficulty number too rolls associated with bluff/diplomacy/intimidate or any other skill/ability check that has to do with acquiring it. It also lays the ground work on how populated/popular/powerful the civilization or city or station or store has to be to have said item in stock. If you walk into a shoddy shop located in a small unpopular space station then likely you are not going to find a +4 or +5 item and probably not even a +3 unless they specialize in having it and then they likely charge an arm and a leg for it. &lt;br /&gt;
&lt;br /&gt;
Below is a chart with a few basic scenarios to help get an idea on what can increase an item&#039;s Procure Difficulty.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: Procure Difficulty Scenarios&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;| Scenario&lt;br /&gt;
! Difficulty increase&lt;br /&gt;
! Explanation &lt;br /&gt;
|-&lt;br /&gt;
| Illegal || +2 || The item is considered illegal by the society the player is attempting to purchase it from.&lt;br /&gt;
|-&lt;br /&gt;
| Highly Illegal || +4 || The item is considered highly illegal meaning that the punishment for being associated with it can be extremely severe. &lt;br /&gt;
|-&lt;br /&gt;
| MasterWorked || +1 || The item is constructed with better then normal materials making it more valuable and rare.&lt;br /&gt;
|-&lt;br /&gt;
| Off World Merch || +1/2 || This means the item was not manufactured on the planet/space-station the character is attempting to buy it on. However the amount difficulty increase is dependent on how far away the item is and how easy it is for that society to travel that distance. A Tech Level 4 civilization can easily traverse a much larger range and thus the item would have to be in a very very distance solar-system. &lt;br /&gt;
|-&lt;br /&gt;
| Ancient Alien Tech || +2/4 || Looking for ancient tech? It may be hard. Depending if you are looking for it on the planet it originated from or some other location.&lt;br /&gt;
|-&lt;br /&gt;
| Taboo Item || +1 || You are looking for something that the society you are in finds distasteful or perhaps superstitious about. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Advanced Rules ==&lt;br /&gt;
&lt;br /&gt;
=== Budget ===&lt;br /&gt;
&lt;br /&gt;
Budget is a static number linked to the Player&#039;s Credit Score. The Budget is like a bucket that gets refilled every month for the Character. But the bucket itself is the same size. This bucket only exists and only gets refilled if the Character has a job and is active in it during game play. For example the Character may be a Bounty Hunter that works for a corporation. The story involves chasing certain people down. So he is effectively still on the clock. However another member of the group may be a doctor playing a Xenophile and chasing a person down is not part of there job. So the Xenophile doesn&#039;t have a Budget.&lt;br /&gt;
&lt;br /&gt;
Playing a character that is still active in a job of some kind will require extra roll playing and thus is more of an advanced topic. Your character may not need to worry about anything but what credits he or she has on hand. And may only get credits from adventure to adventure. &lt;br /&gt;
&lt;br /&gt;
=== Saving ===&lt;br /&gt;
&lt;br /&gt;
Saving can be hard. To represent the struggle of maintaining a budget and attempting to Save income for later there is a DC that must be beat with a roll. 1d20 + Wisdom. Adding Wisdom modifier is to represent that a wiser person may have more self control or foresight to be in a position to save some income. If a player chooses that they want to save their Budget for this month of game play they can make this roll. If they succeed they can choose to save that amount and deduct it from there budget. If they roll higher then what they wanted to save they do not need to save that exact amount. They can only deduct up to the max that there roll allows. The below table shows the DC range for the maxim amount savable. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Credit Rating to Budget amount&lt;br /&gt;
! DC Range &lt;br /&gt;
! Saved %&lt;br /&gt;
|-&lt;br /&gt;
| 1 - 5 || 0% &lt;br /&gt;
|-&lt;br /&gt;
| 6 - 10 || 25% - 1/4&lt;br /&gt;
|-&lt;br /&gt;
| 11 - 15 || 50% - 2/4&lt;br /&gt;
|-&lt;br /&gt;
| 16 - 19 || 75% - 3/4&lt;br /&gt;
|-&lt;br /&gt;
| 20 || 100%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Loans ===&lt;br /&gt;
&lt;br /&gt;
Buying something that you can not normally afford via a Loan is one of the defining things of modern society. A Future Path hero will also need to make large purchases sometimes much bigger then they can normally afford. They can accomplish this by getting Loans. Loans take away from your total Credit. This emulates the idea that part of your monthly budget now goes towards paying off that loan. A characters Credit score determines the amount of the Loan one can get. Loans are not permanent adjustments too Credit. However they do last a while. The GameMaster can have some say in how long the the Time frame for the loan is. The Player can attempt to get a better Time by rolling 1d20 + Int or 1d20 + Cha against a DC of 15 to lower the loan below the minimal amount of time. Lowering however will take another -1 hit too the credit score sense you are attempting to pay the loan off faster. The player can do the same roll with a DC of 20 to have the time raised so that the players credit score is not so adversely effected. More on that after the chart below. &lt;br /&gt;
&lt;br /&gt;
Here is a table showing Credit score ranges and the amount of Loan associated with them:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Credit Score and Loan Size&lt;br /&gt;
! Credit Score Range&lt;br /&gt;
! Loan Amount&lt;br /&gt;
! Time In Years&lt;br /&gt;
|-&lt;br /&gt;
| 0 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 1 - 5 || $10,000 || 1-2y&lt;br /&gt;
|-&lt;br /&gt;
| 6 - 10 || $50,000 || 2-4y&lt;br /&gt;
|- &lt;br /&gt;
| 11 - 15 || $120,000 || 4-10y&lt;br /&gt;
|-&lt;br /&gt;
| 16 - 20 || $250,000 || 15-30y&lt;br /&gt;
|-&lt;br /&gt;
| 21 - 25 || $500,000 || 30y&lt;br /&gt;
|-&lt;br /&gt;
| 26 - 30 || $1,000,000 || 30y&lt;br /&gt;
|-&lt;br /&gt;
| 31 - 35 || $2,5000,000 || 30-45y&lt;br /&gt;
|-&lt;br /&gt;
| 36 - 40 || $6,500,000 || 30-45y&lt;br /&gt;
|- &lt;br /&gt;
| 41 - 45 || $10,000,000 || 45y&lt;br /&gt;
|- &lt;br /&gt;
| 46 - 50 || $20,000,000 || 45y&lt;br /&gt;
|-&lt;br /&gt;
| 51 - 59 || $45,000,000 || 45-60y&lt;br /&gt;
|-&lt;br /&gt;
| 60 - 69 || $100,000,000 || 45-60y&lt;br /&gt;
|-&lt;br /&gt;
| 70 - 79 || $250,000,000 || 60y&lt;br /&gt;
|-&lt;br /&gt;
| 80 - 89 || $500,000,000 || 60y&lt;br /&gt;
|-&lt;br /&gt;
| 90 - 99 || 1,000,000,000 || 60+y&lt;br /&gt;
|-&lt;br /&gt;
| 100+ || 1+ Billion || 100+y&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A player may choose to buy a product on loan as long as that product doesn&#039;t cost more then there credit rating or one range above. For example say the Player wants a new hoover bike. The bike costs $25,000 and the player has a credit rating of 7. If the player wants to buy the bike on loan and he can as the cost of 25,000 is between 10,000 and 50,000 which means only players with Credit score between 6 and 10 can get a loan of that size. (Please review above chart) The player buys the bike on loan and takes a -1 to his credit rating for the next 2 years a time frame negotiated in game with the GameMaster roll playing the seller of the bike.  &lt;br /&gt;
&lt;br /&gt;
A player can attempt to get a loan for an item that the cost is in a range above the players credit. Lets go back to the previous example except this time the player only has a credit score of 4. It would be a massive strain on that player&#039;s budget to buy the $25,000 hoover bike. However not impossible. The loan can still be made. Except now the player takes a -4 penalty on his credit score. The player can attempt to negotiate a longer loan time with a 1d20 + Int or 1d20 + Cha against a DC 20. This can lengthen the amount of Time for the loan or get a better rate or what scenario best fits according to the GM and the Player can reduce the penalty to his credit score to only -4. A player cannot attempt to get a loan any higher then one range above. A player cannot attempt a loan scenario that could lead to a negative credit. &lt;br /&gt;
&lt;br /&gt;
Other players can assist in buying an object. Say two players want to join forces and buy a new cargo ship to take on intergalactic trade. When doing so each extra player adds 1/2 of there Credit score to the total score to buy the ship. If the item is within the range of the total credit score each player takes a -1 to there credit score and they now have the cargo ship. Or if its one range above their current range they can still buy the ship but both have to take the -4. Basically this works the same as if it was a single person except the penalty is copied to each participating member. For example If Player1 has a score of 10 and Player2 has a score of 12 there combined score would be 16. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Using Bonus Wealth on Loans&#039;&#039;&#039;&amp;lt;/u&amp;gt;: A player can use his Bonus Wealth to act as &amp;quot;down payment&amp;quot; on a loan. You can use your Bonus Wealth to bring down the loan into a lower credit range to make it easier to afford. For example lets say a Player wants to buy a small ship. He has a credit rating of 17 but has 500,000 in Bonus Wealth. He wants to by a Ship that costs 1,000,000. Normally that ship would be in the 26 - 30 loan range. But he can subtract his Bonus Wealth to bring the ship price automatically down to 500,000. Now the loan range is 21 - 25. The Player can now afford this as long as he accepts the -4 hit to his credit. He buys and ship and now his new credit score is 13 and he has no Bonus Wealth to spend but he owns the $1,000,000 ship.&lt;br /&gt;
&lt;br /&gt;
=== Additional Sources of Income ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bonus&#039;&#039;&#039;: While on the job your employer may recognize your good work and give you a bonus. This may be a reward that the GM gives a player. Or the player may roll a profession check (1d20 + Profession Skill Rank) and get a natural 20. The bonus can be anything the GM decides fits. However an easy quick calculation would be to simply take a Credit Score of the player minus 3 and take that Wealth value as the bonus. If you cannot go down 3 ranks because it would end up at 0 or a negative number then you can simply use 1 or $250 as the bonus. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rewards&#039;&#039;&#039;: When a player completes a task or favor for someone they may want to compensate them for the favor. Or perhaps that is the only source of income for a player is to live from job to job. Doing a mission will likely also provide some finical compensation. All this is considered rewards and go to your Bonus Income. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stock Market&#039;&#039;&#039;: The Stock Market is confusing and massively complex. Depending on the campaign setting the GM doesn&#039;t need to bother with it. In the official Campaign setting for Future Path the Galaxy does has a Market Trading system. Which will be explained in more detail in the Campaign Setting section of the site. Here we will try to set the foundation rule set for both a Modern and Futuristic setting and make it as simple as possible.&lt;br /&gt;
&lt;br /&gt;
There are two types of trading a Player can do in the Market. Short Term Investments and Long Term Investestments. The difference is the DC rating and where the profits if any actually go. To invest you will need to use Wealth from either your Budget or your Bonus Income. If you invest into Short Term then the DC is 20 and the check is &amp;quot;1d20 + Wis&amp;quot;. The profits go directly into your Bonus Income and appear within a month of the players check. Long Term investments on the other hand have a DC of 15 and the check is &amp;quot;1d20 + Wis&amp;quot;. The profits are in the form of an increase of your Credit Score. You must invest the total amount of your current Credit Score&#039;s Budget to qualify for a Long Term Investment. &lt;br /&gt;
&lt;br /&gt;
How much profit goes too your Bonus Income from a Short Term Investment? How much is your credit raised from a Long Term Investment? This depends on how well you beat the DC. Below are two tables that explain.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Short Term Investments (Base DC is 20)&lt;br /&gt;
! Roll Check Outcome&lt;br /&gt;
! Bonus Income&lt;br /&gt;
|-&lt;br /&gt;
| 20 (after Mod) || Break even&lt;br /&gt;
|-&lt;br /&gt;
| 20 (Natural) || Investment + 100%&lt;br /&gt;
|-&lt;br /&gt;
| 21 - 25 || Investment + 20%&lt;br /&gt;
|- &lt;br /&gt;
| 26 - 30 || Investment + 50%&lt;br /&gt;
|-&lt;br /&gt;
| 31 - 35 || Investment + 100%&lt;br /&gt;
|-&lt;br /&gt;
| 36+ || Investment + 200%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Long Term Investments (Base DC is 15)&lt;br /&gt;
! Roll Check Outcome&lt;br /&gt;
! Bonus Income&lt;br /&gt;
|-&lt;br /&gt;
| 15 - 20 || Break even no bonus&lt;br /&gt;
|-&lt;br /&gt;
| 20 (Natural) || +1 Credit Score&lt;br /&gt;
|-&lt;br /&gt;
| 21 - 30 || +1 Credit Score&lt;br /&gt;
|-&lt;br /&gt;
| 31 - 40 || +2 Credit Score&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
NOTE: You can only make one investment a month. Although you may have a talent/feat that can increase that amount. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gambling&#039;&#039;&#039;: Gambling has the risk of causing debt and thus can subtract from your credit score. The Gambling has a DC 25 and a check of 1d20 + Chra. If you fail the check with a 1 you get 1 subtracted from your credit score. If you simply fail it you get no money back. If you beat it by more then 5 you get what you gambled back +10%. If you get a natural 20 you get a +100%.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Customized Income&#039;&#039;&#039;&amp;lt;/u&amp;gt;: Any source of steady wealth that is legal can be translated as an increase to your credit score. The Player may have an anonymous supporter of her work and provides donations monthly as an example. The bonus to credit is calculated by finding how much it takes to go up to the next Credit level and subtracting that from the extra income while adding a level to your credit. Keep doing this until you can no longer go up credit. For example if a Player has a credit level of 9 and they are getting $1000 a month from some anonymous supporter. To calculate that players new credit score you take the amount of $ it is required to go to level 10 which is $250 and subtract it from the $1000 which makes $750. You now have $750 a month and a credit level of 10. You can repeat this again but you will now need to subtract $500 from the remanding $750 to go from level 10 to level 11. Now the Player has a credit score of 11 and $250 extra income or Bonus income. She cannot go up any more levels because $250 is not enough to go from level 11 to level 12. &lt;br /&gt;
&lt;br /&gt;
Why is that important if all that means is your Budget is higher which it technically is anyway. Loaning power. The Player went from the 6 - 10 range to 11 - 15 range and is now able to qualify for a larger purchase.&lt;/div&gt;</summary>
		<author><name>99.91.0.249</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Craft&amp;diff=2536</id>
		<title>Craft</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Craft&amp;diff=2536"/>
		<updated>2015-12-26T03:32:32Z</updated>

		<summary type="html">&lt;p&gt;99.91.0.249: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This skill encompasses several categories, each of them treated as a separate skill: [[-_Chemical|Craft (chemical)]], [[-_Electronic|Craft (electronic)]], [[-_Mechanical|Craft (mechanical)]], [[-_Pharmaceutical|Craft (pharmaceutical)]], [[-_Structural|Craft (structural)]]. This is similar behavior too Knowledge, Profession, Language skills. Each skill is also Rank Dependent. Some items require a certain rank or higher in a Crafting skill. Also in order to make master work items you need a rank of 3 or higher in a Craft skill. &lt;br /&gt;
&lt;br /&gt;
Below you will see instructions on how to edit the Character sheet manually. Instructions on manually editing a character sheet are boxed. For example:&lt;br /&gt;
&amp;lt;pre style=&amp;quot;white-space: pre-wrap; &lt;br /&gt;
white-space: -moz-pre-wrap; &lt;br /&gt;
white-space: -pre-wrap; &lt;br /&gt;
white-space: -o-pre-wrap; &lt;br /&gt;
word-wrap: break-word;&amp;quot;&amp;gt;&lt;br /&gt;
:Note: Crafting in most fantasy themed pen and paper games have a large list of crafting skills which include things such as visual art, and writing. This is in world where not every person is educated and literate. Where artisans have specialized crafts that take 1/2 a life time to learn and the other half to train a successor. However modern civilizations likely have there kids learn most of those things in schools. So in this universe Crafting is focused strictly on crafting and repairing useful items and ships/houses etc... For advanced writing of manuscripts, art work and so on pick a profession and if the action requires the Character be in-front of an audience then use the Preform skill. &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Craft skills are specifically focused on creating or repairing objects. To use a Craft skill effectively, a character must have a crafting kit specific to the craft (i.e: A Chemistry Kit) or some substitute for them. Without a kit a Character takes a -2 penalty when attempting to craft an item. The Character also cannot attempt to make a master worked item without the correct kit. An Advanced Crafting kit can provided a +2 bonus to crafting items.&lt;br /&gt;
&lt;br /&gt;
Crafting is also tied to repairing. Repairing just like making the item requires knowledge of the items construction. So if an item requires one time of Crafting skill to make it. It also requires that skill to repair it. However other crafting restrictions do not apply. For example if the item requires two skills for crafting the Character repairing it only needs ranks in one of those crafting skills in order to repair the item. Also the Character doesn&#039;t need to match the minimal skill rank requirement for making the item.&lt;br /&gt;
&lt;br /&gt;
== Crafting Costs ==&lt;br /&gt;
&lt;br /&gt;
Both Crafting and repairing require materials. Each craft has two types of materials. Normal and Advanced. Advanced is usually required for complicated equipment or master worked items. Advanced is always 3 times as costly as Normal material. In order to size up how much material you have on hand you can use Units just like Cargo Space for space ships. 1 Unit of materiel is 100Lbs and 1x1x1ft square of volume. The prices for 1 Unit of Normal Material is:&lt;br /&gt;
*Chemical: $250&lt;br /&gt;
*Electronic: $100&lt;br /&gt;
*Mechanical: $150&lt;br /&gt;
*Pharmaceutical: $500&lt;br /&gt;
*Structural: $100&lt;br /&gt;
&lt;br /&gt;
Items require 1/3rd there price worth of materials to make. Repairing usually takes 1/10th the price of an item. You do not have to buy crafting material in Unit increments. You can buy $10 or $335 at once. Units are just a way to organize spare material. This is because you may found yourself out in space far far away from a store that can provide with necessary materials. &lt;br /&gt;
&lt;br /&gt;
Procure Difficulty makes determining the amount of materials a tad more difficult. Any item that has a Procure Diff of +2 or more implies some special materials. This means you could not simply use already bought materials unless the Character specified that they bought materials to make the item with. This means that the Character will have to buy materials. There is a extra cost factored in to the materials specially for an item with a procure diff of 2 or more. Following the Procure Diff rules found [[Wealth_and_Money#Procure_Difficulty|here]]. The special materials should also be as hard to find as the procure diff suggests. Master worked items also bring a +1 to procure diff however when it comes to crafting this simply means that the item was crafted with the more expensive Advanced version of the materials and that the Character also has the required Crafting skill.&lt;br /&gt;
&lt;br /&gt;
== Crafting Time ==&lt;br /&gt;
Crafting time&lt;/div&gt;</summary>
		<author><name>99.91.0.249</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Craft&amp;diff=2535</id>
		<title>Craft</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Craft&amp;diff=2535"/>
		<updated>2015-12-26T03:31:32Z</updated>

		<summary type="html">&lt;p&gt;99.91.0.249: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This skill encompasses several categories, each of them treated as a separate skill: [[-_Chemical|Craft (chemical)]], [[-_Electronic|Craft (electronic)]], [[-_Mechanical|Craft (mechanical)]], [[-_Pharmaceutical|Craft (pharmaceutical)]], [[-_Structural|Craft (structural)]]. This is similar behavior too Knowledge, Profession, Language skills. Each skill is also Rank Dependent. Some items require a certain rank or higher in a Crafting skill. Also in order to make master work items you need a rank of 3 or higher in a Craft skill. &lt;br /&gt;
&lt;br /&gt;
:Note: Crafting in most fantasy themed pen and paper games have a large list of crafting skills which include things such as visual art, and writing. This is in world where not every person is educated and literate. Where artisans have specialized crafts that take 1/2 a life time to learn and the other half to train a successor. However modern civilizations likely have there kids learn most of those things in schools. So in this universe Crafting is focused strictly on crafting and repairing useful items and ships/houses etc... For advanced writing of manuscripts, art work and so on pick a profession and if the action requires the Character be in-front of an audience then use the Preform skill.&lt;br /&gt;
&lt;br /&gt;
Craft skills are specifically focused on creating or repairing objects. To use a Craft skill effectively, a character must have a crafting kit specific to the craft (i.e: A Chemistry Kit) or some substitute for them. Without a kit a Character takes a -2 penalty when attempting to craft an item. The Character also cannot attempt to make a master worked item without the correct kit. An Advanced Crafting kit can provided a +2 bonus to crafting items.&lt;br /&gt;
&lt;br /&gt;
Crafting is also tied to repairing. Repairing just like making the item requires knowledge of the items construction. So if an item requires one time of Crafting skill to make it. It also requires that skill to repair it. However other crafting restrictions do not apply. For example if the item requires two skills for crafting the Character repairing it only needs ranks in one of those crafting skills in order to repair the item. Also the Character doesn&#039;t need to match the minimal skill rank requirement for making the item.&lt;br /&gt;
&lt;br /&gt;
== Crafting Costs ==&lt;br /&gt;
&lt;br /&gt;
Both Crafting and repairing require materials. Each craft has two types of materials. Normal and Advanced. Advanced is usually required for complicated equipment or master worked items. Advanced is always 3 times as costly as Normal material. In order to size up how much material you have on hand you can use Units just like Cargo Space for space ships. 1 Unit of materiel is 100Lbs and 1x1x1ft square of volume. The prices for 1 Unit of Normal Material is:&lt;br /&gt;
*Chemical: $250&lt;br /&gt;
*Electronic: $100&lt;br /&gt;
*Mechanical: $150&lt;br /&gt;
*Pharmaceutical: $500&lt;br /&gt;
*Structural: $100&lt;br /&gt;
&lt;br /&gt;
Items require 1/3rd there price worth of materials to make. Repairing usually takes 1/10th the price of an item. You do not have to buy crafting material in Unit increments. You can buy $10 or $335 at once. Units are just a way to organize spare material. This is because you may found yourself out in space far far away from a store that can provide with necessary materials. &lt;br /&gt;
&lt;br /&gt;
Procure Difficulty makes determining the amount of materials a tad more difficult. Any item that has a Procure Diff of +2 or more implies some special materials. This means you could not simply use already bought materials unless the Character specified that they bought materials to make the item with. This means that the Character will have to buy materials. There is a extra cost factored in to the materials specially for an item with a procure diff of 2 or more. Following the Procure Diff rules found [[Wealth_and_Money#Procure_Difficulty|here]]. The special materials should also be as hard to find as the procure diff suggests. Master worked items also bring a +1 to procure diff however when it comes to crafting this simply means that the item was crafted with the more expensive Advanced version of the materials and that the Character also has the required Crafting skill.&lt;br /&gt;
&lt;br /&gt;
== Crafting Time ==&lt;br /&gt;
Crafting time&lt;/div&gt;</summary>
		<author><name>99.91.0.249</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Craft&amp;diff=2534</id>
		<title>Craft</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Craft&amp;diff=2534"/>
		<updated>2015-12-26T03:23:35Z</updated>

		<summary type="html">&lt;p&gt;99.91.0.249: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This skill encompasses several categories, each of them treated as a separate skill: Craft (chemical), Craft (electronic), Craft (mechanical), Craft (pharmaceutical), Craft (structural). This is similar behavior too Knowledge, Profession, Language skills. Each skill is also Rank Dependent. Some items require a certain rank or higher in a Crafting skill. Also in order to make master work items you need a rank of 3 or higher in a Craft skill. &lt;br /&gt;
&lt;br /&gt;
:Note: Crafting in most fantasy themed pen and paper games have a large list of crafting skills which include things such as visual art, and writing. This is in world where not every person is educated and literate. Where artisans have specialized crafts that take 1/2 a life time to learn and the other half to train a successor. However modern civilizations likely have there kids learn most of those things in schools. So in this universe Crafting is focused strictly on crafting and repairing useful items and ships/houses etc... For advanced writing of manuscripts, art work and so on pick a profession and if the action requires the Character be in-front of an audience then use the Preform skill.&lt;br /&gt;
&lt;br /&gt;
Craft skills are specifically focused on creating or repairing objects. To use a Craft skill effectively, a character must have a crafting kit specific to the craft (i.e: A Chemistry Kit) or some substitute for them. Without a kit a Character takes a -2 penalty when attempting to craft an item. The Character also cannot attempt to make a master worked item without the correct kit. An Advanced Crafting kit can provided a +2 bonus to crafting items.&lt;br /&gt;
&lt;br /&gt;
Crafting is also tied to repairing. Repairing just like making the item requires knowledge of the items construction. So if an item requires one time of Crafting skill to make it. It also requires that skill to repair it. However other crafting restrictions do not apply. For example if the item requires two skills for crafting the Character repairing it only needs ranks in one of those crafting skills in order to repair the item. Also the Character doesn&#039;t need to match the minimal skill rank requirement for making the item.&lt;br /&gt;
&lt;br /&gt;
Both Crafting and repairing require materials. Each craft has two types of materials. Normal and Advanced. Advanced is usually required for complicated equipment or masterworked items. Advanced is always 3 times as costly as Normal material. In order to size up how much material you have on hand you can use Units just like Cargo Space for space ships. 1 Unit of materiel is 100Lbs and 1x1x1ft square of volume. The prices for 1 Unit of Normal Material is:&lt;br /&gt;
*Chemical: $250&lt;br /&gt;
*Electronic: $100&lt;br /&gt;
*Mechanical: $150&lt;br /&gt;
*Pharmaceutical: $500&lt;br /&gt;
*Structural: $100&lt;br /&gt;
&lt;br /&gt;
Items require 1/3rd there price worth of materials to make. You do not have to buy crafting material in Unit increments. You can buy $10 or $335 at once. Units are just a way to organize spare material. This is because you may found yourself out in space far far away from a store that can provide with necessary materials. &lt;br /&gt;
&lt;br /&gt;
Procure Difficulty makes determining the amount of materials a tad more difficult. Any item that has a Procure Diff of +2 or more implies some special materials. This means you could not simply use already bought materials unless the Character specified that they bought materials to make the item with. This means that the Character will have to buy materials. There is a extra cost factored in to the materials specially for an item with a procure diff of 2 or more. Following the Procure Diff rules found [[Wealth_and_Money#Procure_Difficulty|here]]. The special materials should also be as hard to find as the procure diff suggests. Masterworked items also bring a +1 to procure diff however when it comes to crafting this simply means that the item was crafted with the more expensive Advanced version of the materials and that the Character also has the required Crafting skill.&lt;/div&gt;</summary>
		<author><name>99.91.0.249</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Craft&amp;diff=2533</id>
		<title>Craft</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Craft&amp;diff=2533"/>
		<updated>2015-12-26T03:20:46Z</updated>

		<summary type="html">&lt;p&gt;99.91.0.249: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This skill encompasses several categories, each of them treated as a separate skill: Craft (chemical), Craft (electronic), Craft (mechanical), Craft (pharmaceutical), Craft (structural). This is similar behavior too Knowledge, Profession, Language skills. Each skill is also Rank Dependent. Some items require a certain rank or higher in a Crafting skill. Also in order to make master work items you need a rank of 3 or higher in a Craft skill. &lt;br /&gt;
&lt;br /&gt;
:Note: Crafting in most fantasy themed pen and paper games have a large list of crafting skills which include things such as visual art, and writing. This is in world where not every person is educated and literate. Where artisans have specialized crafts that take 1/2 a life time to learn and the other half to train a successor. However modern civilizations likely have there kids learn most of those things in schools. So in this universe Crafting is focused strictly on crafting and repairing useful items and ships/houses etc... For advanced writing of manuscripts, art work and so on pick a profession and if the action requires the Character be in-front of an audience then use the Preform skill.&lt;br /&gt;
&lt;br /&gt;
Craft skills are specifically focused on creating or repairing objects. To use a Craft skill effectively, a character must have a crafting kit or some substitute for them. Without a kit a Character takes a -2 penalty when attempting to craft an item. The Character also cannot attempt to make a masterworked item without the correct kit. An Advanced Crafting kit can provided a +2 bonus to crafting items.&lt;br /&gt;
&lt;br /&gt;
Crafting is also tied to repairing. Repairing just like making the item requires knowledge of the items construction. So if an item requires one time of Crafting skill to make it. It also requires that skill to repair it. However other crafting restrictions do not apply. For example if the item requires two skills for crafting the Character repairing it only needs ranks in one of those crafting skills in order to repair the item. Also the Character doesn&#039;t need to match the minimal skill rank requirement for making the item.&lt;br /&gt;
&lt;br /&gt;
Both Crafting and repairing require materials. Each craft has two types of materials. Normal and Advanced. Advanced is usually required for complicated equipment or masterworked items. Advanced is always 3 times as costly as Normal material. In order to size up how much material you have on hand you can use Units just like Cargo Space for space ships. 1 Unit of materiel is 100Lbs and 1x1x1ft square of volume. The prices for 1 Unit of Normal Material is:&lt;br /&gt;
*Chemical: $250&lt;br /&gt;
*Electronic: $100&lt;br /&gt;
*Mechanical: $150&lt;br /&gt;
*Pharmaceutical: $500&lt;br /&gt;
*Structural: $100&lt;br /&gt;
&lt;br /&gt;
Items require 1/3rd there price worth of materials to make. You do not have to buy crafting material in Unit increments. You can buy $10 or $335 at once. Units are just a way to organize spare material. This is because you may found yourself out in space far far away from a store that can provide with necessary materials. &lt;br /&gt;
&lt;br /&gt;
Procure Difficulty makes determining the amount of materials a tad more difficult. Any item that has a Procure Diff of +2 or more implies some special materials. This means you could not simply use already bought materials unless the Character specified that they bought materials to make the item with. This means that the Character will have to buy materials. There is a extra cost factored in to the materials specially for an item with a procure diff of 2 or more. Following the Procure Diff rules found [[Wealth_and_Money#Procure_Difficulty|here]]. The special materials should also be as hard to find as the procure diff suggests. Masterworked items also bring a +1 to procure diff however when it comes to crafting this simply means that the item was crafted with the more expensive Advanced version of the materials and that the Character also has the required Crafting skill.&lt;/div&gt;</summary>
		<author><name>99.91.0.249</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Craft&amp;diff=2532</id>
		<title>Craft</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Craft&amp;diff=2532"/>
		<updated>2015-12-26T03:19:29Z</updated>

		<summary type="html">&lt;p&gt;99.91.0.249: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This skill encompasses several categories, each of them treated as a separate skill: Craft (chemical), Craft (electronic), Craft (mechanical), Craft (pharmaceutical), Craft (structural). This is similar behavior too Knowledge, Profession, Language skills. Each skill is also Rank Dependent. Some items require a certain rank or higher in a Crafting skill. Also in order to make master work items you need a rank of 3 or higher in a Craft skill. &lt;br /&gt;
&lt;br /&gt;
:Note: Crafting in most fantasy themed pen and paper games have a large list of crafting skills which include things such as visual art, and writing. This is in world where not every person is educated and literate. Where artisans have specialized crafts that take 1/2 a life time to learn and the other half to train there successor. However modern civilizations likely have there kids learn most of those things in schools. So in this universe Crafting is focused strictly on crafting and repairing useful items and ships/houses etc... For advanced writing of manuscripts, art work and so on pick a profession and if the action requires the Character be in-front of an audience then use the Preform skill.&lt;br /&gt;
&lt;br /&gt;
Craft skills are specifically focused on creating or repairing objects. To use a Craft skill effectively, a character must have a crafting kit or some substitute for them. Without a kit a Character takes a -2 penalty when attempting to craft an item. The Character also cannot attempt to make a masterworked item without the correct kit. An Advanced Crafting kit can provided a +2 bonus to crafting items.&lt;br /&gt;
&lt;br /&gt;
Crafting is also tied to repairing. Repairing just like making the item requires knowledge of the items construction. So if an item requires one time of Crafting skill to make it. It also requires that skill to repair it. However other crafting restrictions do not apply. For example if the item requires two skills for crafting the Character repairing it only needs ranks in one of those crafting skills in order to repair the item. Also the Character doesn&#039;t need to match the minimal skill rank requirement for making the item.&lt;br /&gt;
&lt;br /&gt;
Both Crafting and repairing require materials. Each craft has two types of materials. Normal and Advanced. Advanced is usually required for complicated equipment or masterworked items. Advanced is always 3 times as costly as Normal material. In order to size up how much material you have on hand you can use Units just like Cargo Space for space ships. 1 Unit of materiel is 100Lbs and 1x1x1ft square of volume. The prices for 1 Unit of Normal Material is:&lt;br /&gt;
*Chemical: $250&lt;br /&gt;
*Electronic: $100&lt;br /&gt;
*Mechanical: $150&lt;br /&gt;
*Pharmaceutical: $500&lt;br /&gt;
*Structural: $100&lt;br /&gt;
&lt;br /&gt;
Items require 1/3rd there price worth of materials to make. You do not have to buy crafting material in Unit increments. You can buy $10 or $335 at once. Units are just a way to organize spare material. This is because you may found yourself out in space far far away from a store that can provide with necessary materials. &lt;br /&gt;
&lt;br /&gt;
Procure Difficulty makes determining the amount of materials a tad more difficult. Any item that has a Procure Diff of +2 or more implies some special materials. This means you could not simply use already bought materials unless the Character specified that they bought materials to make the item with. This means that the Character will have to buy materials. There is a extra cost factored in to the materials specially for an item with a procure diff of 2 or more. Following the Procure Diff rules found [[Wealth_and_Money#Procure_Difficulty|here]]. The special materials should also be as hard to find as the procure diff suggests. Masterworked items also bring a +1 to procure diff however when it comes to crafting this simply means that the item was crafted with the more expensive Advanced version of the materials and that the Character also has the required Crafting skill.&lt;/div&gt;</summary>
		<author><name>99.91.0.249</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Weapons&amp;diff=1197</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Weapons&amp;diff=1197"/>
		<updated>2015-05-11T23:04:30Z</updated>

		<summary type="html">&lt;p&gt;99.91.0.249: /* Weapon Technology */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Weapon Categories==&lt;br /&gt;
Weapons have multi stats that change how effective they are in different engagements. &lt;br /&gt;
&lt;br /&gt;
There are 3 categories of weapons in Future Path:&lt;br /&gt;
#Archaic&lt;br /&gt;
#Simple&lt;br /&gt;
#Exotic&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Archaic&#039;&#039;&#039;: is anything that is so old is it never really used unless by people who love to mess with old type of stuff. For example the bow/arrow. And old style projectile weapon that appears simple at first glance but is actually difficult to master. &lt;br /&gt;
** Arcane weapons require the Arcane Weapon Proficiency Feat or you take a -4 and cannot use Ability/Affinity bonuses for hit checks.&lt;br /&gt;
* &#039;&#039;&#039;Simple&#039;&#039;&#039;: weapons are weapons that are common place for your Character. They usual follow a standard and design and are intuitive too use. For example a pistol or rifle. Both still require time to master but the basic principle of handle/trigger/end with hole point toward bad guy concept is common knowledge. &lt;br /&gt;
**Simple weapons require not feat to use without penalty however you still cannot apply Affinity bonus to a weapon you do not have a proficiency with.&lt;br /&gt;
* &#039;&#039;&#039;Exotic&#039;&#039;&#039;: are weapons that are notorious to get use too. They do not necessarily follow the simple model that most weapons follow and/or they have uniq properties that make it less intuitive too use. The Flamethrower or Grenade Launcher are examples. Perhaps a Portal Gun as well.&lt;br /&gt;
** Exotic weapons like Arcane weapons require the Exotic Weapon Proficiency Feat or you take a -4 and cannot use Ability/Affinity Bonuses for hit checks.&lt;br /&gt;
&lt;br /&gt;
==Future Path Common Weapons==&lt;br /&gt;
In Future Path the common weapons of choice are usually a ranged weapon. There are six different primary types of Range Weapons with tech levels of 1-4 and each type has a dice commonly associated with it.&lt;br /&gt;
&lt;br /&gt;
*Weapon Type: Weapon Dice(Damage)&lt;br /&gt;
#Archaic Range weapons: 1d4/1d6&lt;br /&gt;
#Handguns: 1d6&lt;br /&gt;
#Sub-Machine Guns: 1d8&lt;br /&gt;
#Manual Rifles: 2x1d4&lt;br /&gt;
#Shotguns: 1d10 &lt;br /&gt;
#Automatic Rifles: 1d12&lt;br /&gt;
#Machine Guns: 2x1d6&lt;br /&gt;
&lt;br /&gt;
The Weapon Dice are just a &#039;rule of thumb&#039; and there are exceptions from time to time. &lt;br /&gt;
&lt;br /&gt;
Besides Ranged weapons there are also Melee weapons. Everything from an old style sword to a lazer blade/light saber. &lt;br /&gt;
&lt;br /&gt;
Melee weapons have two sub-categorizes. One Handed, Two Handed Melee Weapons.&lt;br /&gt;
&lt;br /&gt;
==Weapon Technology==&lt;br /&gt;
Weapons evolve with technology and at different tech levels will have adjustments to their stats. Weapons have a tech level.  0 - 4. All 0 tech level weapons are considered Archaic. If you handle a weapon of a hirer tech level then your character you cannot apply your affinity bonus to use it until you increase your tech skill to that level. Weapons of higher tech level gain additional features but do not necessary increase the hit die unless specified. Here are some common attributes higher tech level weapons will see increased.&lt;br /&gt;
* Accuracy (Bonus to hit)&lt;br /&gt;
* Base damage (A new low limit to damage. IE: (+1)1d6 can do between 2 and 6 points of damage.&lt;br /&gt;
* DR piercing (Can remove some of the DR that Armour can provide)&lt;br /&gt;
* Weight, capacity of ammunition, range&lt;br /&gt;
&lt;br /&gt;
Most people think that a better weapon implies more damage. But if the rules of combat are followed correctly players will have to be dealing with Range and amo issues. And out side of combat they may have to deal with the weight of their weapons interfering with their ability to carry of equipment/resources/loot. A light weight high capacity firearm that also happens to have excellent range is hard to come by. More advance civilizations will be concerned with these matters more then simply &#039;does it do more damage?&#039;. This doesn&#039;t mean there cannot be weapons that do extreme amounts of damage but most are restricted to robots/space ships/tanks and alike.&lt;br /&gt;
&lt;br /&gt;
== Weapon Attributes ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Capacity&#039;&#039;&#039;&lt;br /&gt;
A firearm&#039;s capacity is the number of shots it can hold at one time. When making a full-attack action, you may fire a firearm as many times in a round as you have attacks, up to this limit, unless you can reload the weapon as a swift or free action while making a full-attack action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Loading a Firearm&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You need at least one hand free to load one-handed and two-handed firearms. In the case of two-handed firearms, you hold the weapon in one hand and load it with the other—you only need to hold it in two hands to aim and shoot the firearm.&lt;br /&gt;
&lt;br /&gt;
The Rapid Reload feat reduces the time required to load one-handed and two-handed firearms.&lt;br /&gt;
&lt;br /&gt;
Loading any firearm provokes attacks of opportunity.&lt;br /&gt;
&lt;br /&gt;
Advanced firearms that are chamber (Cylinder or Internal) loaded use a move action to load a one-handed or a two-handed advanced firearm to its full capacity.&lt;br /&gt;
&lt;br /&gt;
Reloading a firearm with an already filled box magazine or speed loader is a swift action.&lt;br /&gt;
&lt;br /&gt;
These reloading actions are move actions: refilling a box magazine or speed-loader, reloading a revolver without a speed-loader, or reloading any internal magazine.&lt;br /&gt;
&lt;br /&gt;
Loading a belt of linked ammunition is an immediate action. Linking two belts together is a swift action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kick&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Many modern firearms have a powerful kick after being shot. This can interfere with your aim. If a firearm has a damage bonus that is greater than your strength bonus, you subtract the difference from your attack roll.&lt;br /&gt;
&lt;br /&gt;
If a firearm has a tripod, you subtract reduce this penalty by [1] in the attack modifier.&lt;br /&gt;
&lt;br /&gt;
If a firearm is mounted, you subtract reduce this penalty by [2] in the attack modifier.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Misfires&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All modern firearms misfire on a natural roll of 1 and that shot misses, even if you would have otherwise hit the target. When a firearm misfires, it gains the broken condition, suffering the normal penalties and its misfire value increases by 4.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Range and Penetration&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Advanced firearms resolve their attacks against touch AC when the target is within the first five range increments, but this type of attack is not considered a touch attack for the purposes of feats such as Deadly Aim. At higher range increments, the attack resolves normally, including taking the normal cumulative –2 penalty for each full-range increment. Advanced firearms have a maximum range of 10 range increments.&lt;br /&gt;
== Firearm Ammunition ==&lt;br /&gt;
&lt;br /&gt;
Ammunition for firearms and other ranged weapons is covered below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Ammunition Type (Quantity) &lt;br /&gt;
! Cost &lt;br /&gt;
! Damage Modifier&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|5.56mm (20) ||$7.50 ||+0&lt;br /&gt;
|-&lt;br /&gt;
|7.62mm (20) ||$7.50 ||+1&lt;br /&gt;
|-&lt;br /&gt;
|7.62mmR (20) ||$7.50 ||+1&lt;br /&gt;
|-&lt;br /&gt;
|.444 caliber (20) ||$15 ||+2&lt;br /&gt;
|-&lt;br /&gt;
|.50 caliber (20) ||$15 ||+3&lt;br /&gt;
|-&lt;br /&gt;
|9mm (50) ||$10 ||+2&lt;br /&gt;
|-&lt;br /&gt;
|10mm (50) ||$10 ||+3&lt;br /&gt;
|-&lt;br /&gt;
|.22 caliber (50) ||$7.50 ||+0&lt;br /&gt;
|-&lt;br /&gt;
|.32 caliber (50) ||$20 ||+0&lt;br /&gt;
|-&lt;br /&gt;
|.38 special (50) ||$20 ||+1&lt;br /&gt;
|-&lt;br /&gt;
|.357 caliber (50) ||$20 ||+1&lt;br /&gt;
|-&lt;br /&gt;
|.44 caliber (50) ||$20 ||+2&lt;br /&gt;
|-&lt;br /&gt;
|.45 caliber (50) ||$20 ||+2&lt;br /&gt;
|-&lt;br /&gt;
|.50AE caliber (50) ||$20 ||+3&lt;br /&gt;
|-&lt;br /&gt;
|10-gauge buckshot (10) ||$20 ||+3&lt;br /&gt;
|-&lt;br /&gt;
|12-gauge buckshot (10) ||$20 ||+2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Purchase Notes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;5.56mm, 7.62mm, 7.62mmR, .444, .50&lt;br /&gt;
&lt;br /&gt;
:These calibers of ammunition are generally used in rifles, assault rifles, or machine guns and are sold in boxes of 20 rounds each.&lt;br /&gt;
&lt;br /&gt;
;9mm, 10mm, .22, .32, .38 S, .357, .44, .45, .50AE&lt;br /&gt;
&lt;br /&gt;
:These calibers are generally used in pistols or submachine guns and are sold in boxes of 50 rounds each.&lt;br /&gt;
&lt;br /&gt;
;10-gauge Buckshot, 12-gauge Buckshot &lt;br /&gt;
&lt;br /&gt;
Shotgun shells are sold in boxes of ten.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Ammunition&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A special, Magnum, or AE ammunition round will increase the critical threat range by one.&lt;br /&gt;
== Firearm Types ==&lt;br /&gt;
&#039;&#039;&#039;Handguns&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Handguns can be broken down into three smaller groups: autoloaders, revolvers and machine pistols.&lt;br /&gt;
&lt;br /&gt;
Autoloaders (sometimes called “automatics”) feature removable box magazines and some models hold quite a lot of ammunition.&lt;br /&gt;
&lt;br /&gt;
Revolvers are relatively simple firearms that store several rounds (usually six) in a revolving cylinder&lt;br /&gt;
&lt;br /&gt;
Machine pistols are automatic weapons small enough to be fired with one hand.&lt;br /&gt;
&lt;br /&gt;
Handguns can be broken down into two smaller groups - revolvers and autoloaders.&lt;br /&gt;
&lt;br /&gt;
Revolvers are relatively simple firearms that store several rounds (usually six) in a revolving cylinder&lt;br /&gt;
&lt;br /&gt;
Autoloaders (frequently called “automatics”) feature removable box magazines and some models hold quite a lot of ammunition. While most autoloaders are semi-automatic, firing one round for each pull of the trigger, some specialty models exist which are capable of Autofire. These are referred to as Machine Pistols&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Longarms&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Longarms are personal firearms that require two hands to be fired without penalty. If fired with only one hand, there is a -4 to attack. This group includes hunting and sniping rifles, assault rifles and most submachine guns.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Machine Guns&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Machine guns are belt-fed weapons that typically fire rifle cartridges or light cannon rounds. Lighter guns are frequently carried by dismounted troops and fired from a bipod or occasionally a tripod, while heavier machine guns are found on either a tripod or a vehicle mount. Most are only capable of autofire, with a few examples (such as the German MG-34, MG-42and MG-3) being capable of single-shot firing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shotguns&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Shotguns are large-bore weapons that have the Scatter Weapon Quality.&lt;br /&gt;
&lt;br /&gt;
If a slug is used to attack then increase the critical hit modifier to x4. Slugs can only target one individual.&lt;br /&gt;
&lt;br /&gt;
If pellets are used, the shot gun fires in a cone (15&#039;). All individuals within the cone are targets and each must be rolled separately, with a modifier of -2. In addition, targets are unable to use any concealment abilities. This will affect all targets within the cone, each with a -2 to hit.&lt;br /&gt;
 &lt;br /&gt;
== Firearm Rate of Fire ==&lt;br /&gt;
&#039;&#039;&#039;Single Shot&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is a single shot per each attack granted by the PC&#039;s Base Attack Bonus.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Semi-Automatic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is a full-attack action, you can fire one additional time this round. All of your attack rolls take a –2 penalty when using semi-automatic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Burst Fire&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As a standard action, the character fires 3 – 10 rounds. On a successful attack, the first round will hit and for every 5 points above the target&#039;s Armor Class, the character gains an additional hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Automatic Fire&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Automatic is a full round action and a character can fire in a cone (see below). All individuals within the cone (30&#039;) are targets and each must be rolled separately, with a modifier of -4. In addition, targets are unable to use any concealment abilities.&lt;br /&gt;
&lt;br /&gt;
Machine guns only have autofire settings and can&#039;t normally fire single shots. These weapons can fire as cone (60&#039;) attack, each with a -4 to hit.&lt;br /&gt;
&lt;br /&gt;
If there is only one target aimed at, as a full round action on a successful attack, the first round will hit and for every 5 points above the targets Armor Class the character gains an additional hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: A critical hit or sneak attack damage is only applied to the first bullet-strike, regardless of how many rounds end up hitting the target.&lt;br /&gt;
&lt;br /&gt;
More information on firearms can be found in The Pathfinder Role Playing Game: Ultimate Combat and for enhanced rules see; Super Genius Games: Anachronistic Adventurers: The Enforcer.&lt;br /&gt;
&lt;br /&gt;
== Ranged Weapons Table ==&lt;br /&gt;
&lt;br /&gt;
Ranged weapons are described by a number of statistics, as shown on Table: Ranged Weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039;: The damage the weapon deals on a successful hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Critical&#039;&#039;&#039;: The threat range for a critical hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage Type&#039;&#039;&#039;: Ranged weapon damage is classified as Piercing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Modern firearm attacks are against the target&#039;s touch AC for the first 5 range increments and have a full 10 range increments.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rate of Fire&#039;&#039;&#039;: How many rounds the firearm fires per round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Capacity&#039;&#039;&#039;: The weapon&#039;s magazine capacity and type are given in this column.&lt;br /&gt;
&lt;br /&gt;
* Box: A box magazine is any type of magazine that can be removed and reloaded separately from the weapon.&lt;br /&gt;
&lt;br /&gt;
* Cylinder: A revolver keeps its ammunition in a cylinder.&lt;br /&gt;
&lt;br /&gt;
* Internal: Some weapons keep their ammunition in an internal space, which must be loaded by hand.&lt;br /&gt;
&lt;br /&gt;
* Belt Feed: Machine guns use linked ammunition.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Size&#039;&#039;&#039;: A Small or smaller weapon is considered a light weapon. A Medium-size or smaller weapon can be used one-handed or two-handed. A Large weapon requires two hands. A Huge weapon requires two hands and a bipod or other mount.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weight&#039;&#039;&#039;: This column gives the weapon&#039;s weight when fully loaded.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cost&#039;&#039;&#039;: This is the purchase cost to acquire the weapon.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+No Proficiency Required - Ranged&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Weapon &lt;br /&gt;
! Damage &lt;br /&gt;
! Critical &lt;br /&gt;
! Damage Type &lt;br /&gt;
! Range Increment &lt;br /&gt;
! Rate of Fire &lt;br /&gt;
! Cap &lt;br /&gt;
! Size &lt;br /&gt;
! Wt &lt;br /&gt;
! Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Pepper spray ||Special ||— ||Special ||5 ft. ||1 ||1 int. ||Tiny ||0.5 lb. ||$10&lt;br /&gt;
|-&lt;br /&gt;
|Taser ||1d4 ||— ||Electricity ||5 ft. ||1 ||1 int. ||Small ||2 lb. ||$50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Simple Weapons&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Weapon &lt;br /&gt;
! Damage &lt;br /&gt;
! Critical &lt;br /&gt;
! Damage Type &lt;br /&gt;
! Range Increment &lt;br /&gt;
! Rate &lt;br /&gt;
! Cap &lt;br /&gt;
! Size &lt;br /&gt;
! Wt &lt;br /&gt;
! Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Benelli 121 M1&lt;br /&gt;
|-&lt;br /&gt;
|12-gague Shotgun ||2d8+2 ||19-20 x2 ||P ||40 ft. ||S ||7 int ||Large ||8 lb. ||$500&lt;br /&gt;
|-&lt;br /&gt;
|Beretta 92F&lt;br /&gt;
|-&lt;br /&gt;
|9mm Autoloader ||2d6+2 ||x4 ||P ||40 ft. ||S ||15 box ||Small ||3 lb. ||$450&lt;br /&gt;
|-&lt;br /&gt;
|Beretta M3P&lt;br /&gt;
|-&lt;br /&gt;
|12-gauge Shotgun ||2d8+2 ||19-20 x2 ||P ||30 ft. ||S ||5 box ||Large ||9 lb ||$650&lt;br /&gt;
|-&lt;br /&gt;
|Browning BPS&lt;br /&gt;
|-&lt;br /&gt;
|10-gauge Shotgun ||2d10 +3 ||19-20 x2 ||P ||30 ft ||Single ||5 int. ||Large ||11 lb. ||$700&lt;br /&gt;
|-&lt;br /&gt;
|Colt Double Eagle 10 mm Autoloader ||2d6+3 ||x4 ||P ||30 ft. ||S ||9 box ||Small ||3 lb. ||$750&lt;br /&gt;
|-&lt;br /&gt;
|Colt M1&lt;br /&gt;
|-&lt;br /&gt;
|.45 Autoloader ||2d6+2 ||x4 ||P ||30 ft. ||S ||7 box ||Small ||3 lb. ||$700&lt;br /&gt;
|-&lt;br /&gt;
|Colt Python&lt;br /&gt;
|-&lt;br /&gt;
|.357 Revolver ||2d6+1 ||x4 ||P ||40 ft. ||S ||6 cyl. ||Med ||3 lb. ||$700&lt;br /&gt;
|-&lt;br /&gt;
|Compound Bow ||2d8 ||20 ||P ||40 ft. ||1 ||— ||Large ||3 lb. ||$150&lt;br /&gt;
|-&lt;br /&gt;
|Derringer .45 ||2d6+2 ||x4 ||P ||10 ft. ||Single ||2 int. ||Tiny ||1 lb. ||$500&lt;br /&gt;
|-&lt;br /&gt;
|Desert Eagle&lt;br /&gt;
|-&lt;br /&gt;
|.50AE Autoloader ||2d8+3 ||x4 ||P ||40 ft. ||S ||8 box ||Med ||4 lb. ||$1,500&lt;br /&gt;
|-&lt;br /&gt;
|Gloc.&lt;br /&gt;
|-&lt;br /&gt;
|9mm Autoloader ||2d6+2 ||x4 ||P ||30 ft. ||S ||17 box ||Small ||2 lb. ||$500&lt;br /&gt;
|-&lt;br /&gt;
|Gloc.&lt;br /&gt;
|-&lt;br /&gt;
|10mm Autoloader ||2d6+3 ||x4 ||P ||40 ft. ||S ||15 box ||Small ||3 lb. ||$600&lt;br /&gt;
|-&lt;br /&gt;
|Mossberg&lt;br /&gt;
|-&lt;br /&gt;
|12-gauge Shotgun ||2d8+2 ||x2 ||P ||30 ft. ||Single ||6 int. ||Large ||7 lb. ||$350&lt;br /&gt;
|-&lt;br /&gt;
|Pathfinder&lt;br /&gt;
|-&lt;br /&gt;
|.22 Revolver ||2d4 ||20 x4 ||P ||20 ft. ||S ||6 cyl. ||Tiny ||1 lb. ||$475&lt;br /&gt;
|-&lt;br /&gt;
|Remington 700 7.62mm Hunting Rifle ||2d10+1 ||x4 ||P ||300 ft. ||Single ||5 int. ||Large ||8 lb. ||$900&lt;br /&gt;
|-&lt;br /&gt;
|Ruger Service-Six .38S Revolver ||2d6+1 ||x4 ||P ||30 ft. ||S ||6 cyl. ||Small ||2 lbs ||$500&lt;br /&gt;
|-&lt;br /&gt;
|S&amp;amp;W M29&lt;br /&gt;
|-&lt;br /&gt;
|.44 Magnum Revolver ||2d8+2 ||x4 ||P ||30 ft. ||S ||6 cyl. ||Med ||3 lb. ||$850&lt;br /&gt;
|-&lt;br /&gt;
|Sawed-off&lt;br /&gt;
|-&lt;br /&gt;
|12-ga Shotgun ||2d8+3 ||19-20 x2 ||P ||10 ft. ||S ||2 int. ||Med ||4 lb. ||$575&lt;br /&gt;
|-&lt;br /&gt;
|SITES M9&lt;br /&gt;
|-&lt;br /&gt;
|9mm Autoloader ||2d6+2 ||x4 ||P ||30 ft. ||S ||8 box ||Tiny ||2 lb. ||$500&lt;br /&gt;
|-&lt;br /&gt;
|Walther PPK&lt;br /&gt;
|-&lt;br /&gt;
|.32 Autoloader ||2d4 ||x4 ||P ||10 ft. ||S ||7 box ||Small ||1 lb. ||$500&lt;br /&gt;
|-&lt;br /&gt;
|Winchester ||2d10+1 ||x4 ||P ||300 ft. ||Single ||6 int. ||Large ||7 lb. ||$575&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Martial Ranged Weapons&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Weapon &lt;br /&gt;
! Damage &lt;br /&gt;
! Critical &lt;br /&gt;
! Damage Type &lt;br /&gt;
! Range Increment &lt;br /&gt;
! Rate of Fire &lt;br /&gt;
! Cap &lt;br /&gt;
! Size &lt;br /&gt;
! Wt &lt;br /&gt;
! Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|AKM/AK-47 7.62x39mm&lt;br /&gt;
|-&lt;br /&gt;
|Assault Rifle ||2d8+1 ||19-20 x4 ||P ||70 ft. ||S, A ||30 box ||Large ||10 lb. ||$575&lt;br /&gt;
|-&lt;br /&gt;
|Barrett Light Fifty&lt;br /&gt;
|-&lt;br /&gt;
|.50 Sniper Rifle ||2d12+3 ||19-20 x4 ||P ||600 ft. ||S ||11 box ||Huge ||35 lb. ||$8,000&lt;br /&gt;
|-&lt;br /&gt;
|Beretta 93R&lt;br /&gt;
|-&lt;br /&gt;
|9mm Machine Pistol ||2d6+2 ||19-20 x4 ||P ||30 ft. ||S,A ||20 box ||Med ||3 lb. ||$825&lt;br /&gt;
|-&lt;br /&gt;
|HK G3&lt;br /&gt;
|-&lt;br /&gt;
|7.62mm Assault Rifle ||2d10+1 ||19-20 x4 ||P ||300 ft. ||S, A ||20 box ||Large ||11 lb. ||$925&lt;br /&gt;
|-&lt;br /&gt;
|HK MP5 9mm ||2d6+2 ||19-20 x4 ||P ||50 ft. ||S,B, A ||30 box ||Large ||7 lb. ||$1,000&lt;br /&gt;
|-&lt;br /&gt;
|HK MP5K&lt;br /&gt;
|-&lt;br /&gt;
|9mm Submachine Gun ||2d6+2 ||19-20 x4 ||P ||40 ft. ||S, B,A ||15 box ||Med ||5 lb. ||$925&lt;br /&gt;
|-&lt;br /&gt;
|HK PSG1&lt;br /&gt;
|-&lt;br /&gt;
|7.62mm Sniper Rifle ||2d10+1 ||19-20 x4 ||P ||300 ft. ||S ||5 box ||Large ||16 lb. ||$9,000&lt;br /&gt;
|-&lt;br /&gt;
|M16&lt;br /&gt;
|-&lt;br /&gt;
|5.56mm Assault Rifle ||2d8 ||19-20 x4 ||P ||100 ft. ||S, B or A ||30 box ||Large ||8 lb. ||$650&lt;br /&gt;
|-&lt;br /&gt;
|M4 Carbine&lt;br /&gt;
|-&lt;br /&gt;
|5.56mm Assault Rifle ||2d8 ||19-20 x4 ||P ||100 ft. ||S,,B,A ||30 box ||Large ||7 lb. ||$650&lt;br /&gt;
|-&lt;br /&gt;
|M-60&lt;br /&gt;
|-&lt;br /&gt;
|7.62 Machine Gun ||2d10+1 ||19-20 x4 ||P ||300 ft. ||A ||belt feed ||Huge ||22 lb. ||$15,000&lt;br /&gt;
|-&lt;br /&gt;
|MAC Ingram M10&lt;br /&gt;
|-&lt;br /&gt;
|.45 Machine Pistol ||2d6+2 ||19-20 x4 ||P ||40 ft. ||S, A ||30 box ||Med ||6 lb. ||$575&lt;br /&gt;
|-&lt;br /&gt;
|Skorpion&lt;br /&gt;
|-&lt;br /&gt;
|.32 Machine Pistol ||2d4 ||19-20 x4 ||P ||40 ft. ||S, A ||20 box ||Med ||4 lb. ||$750&lt;br /&gt;
|-&lt;br /&gt;
|Steyr AUG&lt;br /&gt;
|-&lt;br /&gt;
|5.56mm Assault Rifle ||2d8 ||19-20&lt;br /&gt;
|-&lt;br /&gt;
|X4 ||P ||150 ft. ||S,B, A ||30 box ||Large ||9 lb ||$925&lt;br /&gt;
|-&lt;br /&gt;
|TEC-9&lt;br /&gt;
|-&lt;br /&gt;
|9mm Machine Pistol ||2d6+2 ||19-20 x4 ||P ||40 ft. ||S, A ||32 box ||Med ||4 lb. ||$475&lt;br /&gt;
|-&lt;br /&gt;
|Uzi&lt;br /&gt;
|-&lt;br /&gt;
|9mm Submachine Gun ||2d6+2 ||19-20 x4 ||P ||40 ft. ||S, A ||20 box ||Large ||8 lb. ||$825&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Exotic Ranged Weapons&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Weapon &lt;br /&gt;
! Damage &lt;br /&gt;
! Critical &lt;br /&gt;
! Damage Type &lt;br /&gt;
! Range Increment &lt;br /&gt;
! Rate of Fire &lt;br /&gt;
! Cap &lt;br /&gt;
! Size &lt;br /&gt;
! Wt &lt;br /&gt;
! Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Flamethrower ||3d6 ||x4 ||Fire ||— ||1 ||10 int. ||Large ||50 lb. ||$750&lt;br /&gt;
|-&lt;br /&gt;
|M2HB&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Machine Gun ||1d12+3 ||19-20 x4 ||P ||200 ft. ||A ||belt feed ||Huge ||75 lb ||$17,000&lt;br /&gt;
|-&lt;br /&gt;
|M72A3 LAW&lt;br /&gt;
|-&lt;br /&gt;
|Rocket Launcher ||10d6 ||19-20 x4 ||— ||150 ft. ||1 ||1 int. ||Large ||5 lb. ||$575&lt;br /&gt;
|-&lt;br /&gt;
|M79&lt;br /&gt;
|-&lt;br /&gt;
|Grenade Launcher ||Varies ||— ||— ||70 ft. ||1 ||1 int. ||Large ||7 lb. ||$475&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Weapon Descriptions ==&lt;br /&gt;
;No Proficiency Required - Ranged&lt;br /&gt;
&lt;br /&gt;
Ranged weapons that are not firearms, there is no proficiency feat required to use these weapons.&lt;br /&gt;
* Pepper Spray&lt;br /&gt;
&lt;br /&gt;
A chemical irritant that can temporarily blind a target, pepper spray comes in a single-shot container. To use it, make a ranged touch attack against the target. The target must make a Fortitude saving throw (DC 15) or be blinded for 1d4 rounds. This has a max-range of 20 feet for the small canisters and 50 feet for large canisters.&lt;br /&gt;
* Taser&lt;br /&gt;
&lt;br /&gt;
On a successful hit, the darts deal 1d4 points of electrical damage and the target must make a Fortitude saving throw (DC 15) or be paralyzed for 1d6 rounds.&lt;br /&gt;
&lt;br /&gt;
;Simple Ranged Weapons&lt;br /&gt;
* Benelli 121 M1&lt;br /&gt;
&lt;br /&gt;
The Benelli 121 M1 semiautomatic shotgun is reliable, simple and sturdy.&lt;br /&gt;
* Beretta 92F&lt;br /&gt;
&lt;br /&gt;
The standard service Pistol of the United States military&lt;br /&gt;
* Beretta M3P&lt;br /&gt;
&lt;br /&gt;
Designed for police and security work, the M3P can fire either single shots or on semiautomatic. The 12-gauge shotgun M3P comes equipped with a tubular steel stock that folds over the top of the weapon to form a carrying handle and its ammunition feeds from a box magazine—an uncommon feature in a shotgun.&lt;br /&gt;
* Browning BPS&lt;br /&gt;
&lt;br /&gt;
This heavy shotgun fires the largest shotgun round available, the 10-gauge hell.&lt;br /&gt;
* Colt Double Eagle&lt;br /&gt;
&lt;br /&gt;
Based on the M1911 mechanism, this pistol is an updated civilian version that fires a 10mm round.&lt;br /&gt;
* Colt M1911&lt;br /&gt;
&lt;br /&gt;
This .45 semiautomatic pistol was used by the United States military for decades.&lt;br /&gt;
* Colt Python&lt;br /&gt;
&lt;br /&gt;
The Python has a well-deserved reputation for accuracy. Due to its high quality of manufacture, the Colt Python is always considered a mastercraft weapon. As such, it grants a +1 bonus on attack rolls.&lt;br /&gt;
* Compound Bow&lt;br /&gt;
&lt;br /&gt;
Bow hunting remains a popular sport in North America. A character&#039;s strength modifier applies to damage rolls made when using this weapon.&lt;br /&gt;
* Derringer&lt;br /&gt;
&lt;br /&gt;
This Pistol breaks open at the breech like a double-barreled shotgun. The two-shot weapon has one barrel atop the other and is barely 5 inches long, making it easy to conceal. Derringers can also be found in any pistol caliber.&lt;br /&gt;
* Desert Eagle&lt;br /&gt;
&lt;br /&gt;
Manufactured by Israeli Military Industries, the Desert Eagle is the king of large-frame, heavy-caliber autoloaders. This version fires the massive .50 Action Express round. The Desert Eagle also comes in .357 Magnum and .44 Magnum models.&lt;br /&gt;
* Glock 17&lt;br /&gt;
&lt;br /&gt;
The Glock is typical of 9mm self-loading pistols carried by many police officers and military personnel. Due to its high quality of manufacture, the Glock 17 is always considered a mastercraft weapon. As such, it grants a +1 bonus on attack rolls.&lt;br /&gt;
* Glock 20&lt;br /&gt;
&lt;br /&gt;
This slightly larger version of the Glock 17 is chambered for the slightly more powerful 10mm round.&lt;br /&gt;
&lt;br /&gt;
Due to its high quality of manufacture, the Glock 20 is always considered a mastercraft weapon. As such, it grants a +1 bonus on attack rolls.&lt;br /&gt;
* Mossberg&lt;br /&gt;
&lt;br /&gt;
The Mossberg Model 500 ATP6C is a pump-action shotgun designed for military and police work.&lt;br /&gt;
* Pathfinder&lt;br /&gt;
&lt;br /&gt;
The Pathfinder is a high-quality weapon used as a concealed backup weapon by police officers or for personal defense. The Pathfinder is typical of a number of short-barreled (3 inches) small-caliber revolvers.&lt;br /&gt;
* Remington 700&lt;br /&gt;
&lt;br /&gt;
A bolt-action rifle with a reputation for accuracy, the Remington 700 has been popular with hunters and target shooters since its introduction in the 1940s.&lt;br /&gt;
* Ruger Service-Six&lt;br /&gt;
&lt;br /&gt;
This revolver, designed specifically for police use, fires the .38 Special rounds.&lt;br /&gt;
* S&amp;amp;W M29&lt;br /&gt;
&lt;br /&gt;
The Smith &amp;amp; Wesson Model 29 .44 Magnum revolver fires one of the most powerful Pistol cartridges in the world. The M29 is known for its deafening sound, bright muzzle flash and powerful recoil.&lt;br /&gt;
* Sawed-Off Shotgun&lt;br /&gt;
&lt;br /&gt;
This is a 12-gauge, double-barreled shotgun with the stock and barrels sawed short. All that&#039;s left of the stock is a Pistol grip and the barrels are roughly 12 inches long. If this weapon is fully-loaded, a character can fire both barrels at once. The character receives a –2 penalty on the attack but deals +1 to damage with a successful hit. Attacking this way uses both shotgun shells.&lt;br /&gt;
* SITES M9 Resolver&lt;br /&gt;
&lt;br /&gt;
The compact SITES weapon is very narrow, making it easy to conceal.&lt;br /&gt;
* Walther PPK&lt;br /&gt;
&lt;br /&gt;
The PPK is a small, simple and reliable autoloader with a design that dates back to the 1930s. It remains in widespread service among European police, military and government agencies.&lt;br /&gt;
* Winchester 94&lt;br /&gt;
&lt;br /&gt;
The Winchester Model 94 Big Bore is a lever-action rifle typical of big-bore hunting rifles found around the world.&lt;br /&gt;
;Martial Ranged Weapons&lt;br /&gt;
* AKM/AK-47&lt;br /&gt;
&lt;br /&gt;
This assault rifle of the old Soviet Union is one of the most popular firearms in the world, having found common use in scores of bush wars and insurrections—on all sides of such conflicts.&lt;br /&gt;
&lt;br /&gt;
The AKM is a slightly more modern version of the AK-47, but functions essentially the same.&lt;br /&gt;
* Barrett Light Fifty&lt;br /&gt;
&lt;br /&gt;
The heavy but rugged Light Fifty is an incredibly powerful weapon for its size. Although it&#039;s a sniper rifle, it fires a .50-caliber machine gun round, a round much more powerful than any other rifle ammunition. Note: Technically classed as an “anti-material rifle” rather than a “sniper rifle,” thus the use of a machine gun round rather than a standard rifle round.&lt;br /&gt;
* Beretta 93R&lt;br /&gt;
&lt;br /&gt;
This close relative of the Beretta 92F looks like a large autoloader but can fire on automatic. It sports a fold-down grip in front of the trigger guard, an extendable steel shoulder stock that is attached to the butt of the Pistol and an extended magazine.&lt;br /&gt;
&lt;br /&gt;
This weapon features a three-round burst setting.&lt;br /&gt;
* HK G3&lt;br /&gt;
&lt;br /&gt;
The G3 fires the powerful 7.62 mm cartridge, a round used in many light machine guns but increasingly uncommon in assault rifles. At one time, over sixty of the world&#039;s armies used this rifle.&lt;br /&gt;
* HK MP5&lt;br /&gt;
&lt;br /&gt;
The Heckler &amp;amp; Koch MP5 family of weapons is among the most recognizable in the world. Many different designs exist; described here is the most basic model.&lt;br /&gt;
&lt;br /&gt;
Due to its high quality of manufacture, the MP5 is always considered a mastercraft weapon. As such, it grants a +1 bonus on attack rolls.&lt;br /&gt;
&lt;br /&gt;
This weapon features a three-round burst setting.&lt;br /&gt;
* HK MP5K&lt;br /&gt;
&lt;br /&gt;
A radically shortened version of the MP5, this weapon is optimized to be concealable. The steps taken to reduce the weapon&#039;s size and weight negate the benefits of the parent weapon&#039;s extraordinary quality and as a result the MP5K is not a mastercraft weapon.&lt;br /&gt;
&lt;br /&gt;
Although it comes with a 15-round magazine, the MP5K can also accept the same 30-round magazine as the MP5 (use of the larger magazine increases the weapon&#039;s size to Large, though).&lt;br /&gt;
&lt;br /&gt;
This weapon features a three-round burst setting.&lt;br /&gt;
* HK PSG1&lt;br /&gt;
&lt;br /&gt;
This high-precision sniper rifle, based on the design of the HK G3, has a fully adjustable trigger and stock for individual users. The PSG1 comes with a standard scope.&lt;br /&gt;
&lt;br /&gt;
Due to its high quality of manufacture, the PSG1 is always considered a mastercraft weapon. As such, it grants a +1 bonus on attack rolls.&lt;br /&gt;
* M16A2&lt;br /&gt;
&lt;br /&gt;
Typical of the assault rifles used by militaries around the world, the Colt M16A2 is the current service rifle of the United States military and is common with other armies and in the civilian world.&lt;br /&gt;
&lt;br /&gt;
The A3 has a three-round burst setting, with a ROF: S, B.&lt;br /&gt;
&lt;br /&gt;
The A4 does not have the three-round burst setting, with a ROF: S, A&lt;br /&gt;
* M4 Carbine&lt;br /&gt;
&lt;br /&gt;
This is a cut-down version of the Colt M16A2, shortened by about a third by means of a telescoping stock and a shorter barrel.&lt;br /&gt;
* M-60&lt;br /&gt;
&lt;br /&gt;
Introduced in the Vietnam War era, this medium machine gun is still in widespread use with the U.S. military and that of several other armies.&lt;br /&gt;
* MAC Ingram M10&lt;br /&gt;
&lt;br /&gt;
No longer in production, about 10,000 of these small submachine guns were made and supplied to United States police forces, the U.S. Army, Cuba and Peru. Light pressure on the trigger produces single shots, while increased pressure brings automatic fire.&lt;br /&gt;
&lt;br /&gt;
The M10 accepts a suppressor without modification.&lt;br /&gt;
* Skorpion&lt;br /&gt;
&lt;br /&gt;
The CZ61 Skorpion is a Czech machine Pistol seen increasingly in the West since the collapse of the Soviet Union. Originally intended for military vehicle crews who don&#039;t have space for an unwieldy longarms, it was widely distributed to Communist countries and in central Africa and can now be found anywhere in the world.&lt;br /&gt;
* Steyr AUG&lt;br /&gt;
&lt;br /&gt;
An unusual and exotic-looking weapon, the bull pup AUG is the standard rifle of the Austrian and Australian armies. It&#039;s completely ambidextrous components make it equally convenient for left- and right-handed users. It features a built-in optical sight gaining a +1 to attack rolls. This weapon features a three-round burst setting.&lt;br /&gt;
* TEC-9&lt;br /&gt;
&lt;br /&gt;
The Intratec TEC-9 is an inexpensive machine pistol popular with Infiltrators because it can be modified with a Craft (mechanical) check DC 15 to fire on automatic. The Pistol only works on semiautomatic fire or, if modified, only on automatic. Once modified to fire on automatic, the TEC-9 cannot be changed back to semiautomatic.&lt;br /&gt;
* Uzi&lt;br /&gt;
&lt;br /&gt;
Designed in the 1950s for the Israeli army, the Uzi has become the most popular submachine gun in the world. It features a collapsible stock, making it extremely compact.&lt;br /&gt;
&lt;br /&gt;
;Exotic Ranged Weapons&lt;br /&gt;
* Flamethrower&lt;br /&gt;
&lt;br /&gt;
A flamethrower consists of a pressurized backpack containing fuel, connected to a tube with a nozzle. It shoots a 5-foot-wide, 30-foot-long line of flame that deals 3d6 points of fire damage to all individuals and objects in its path. No attack roll is necessary. Any individual caught in the line of flame can make a Reflex save (DC 15) to take half damage. Individuals with cover get a bonus on their Reflex save.&lt;br /&gt;
&lt;br /&gt;
A flamethrower&#039;s backpack has hardness 5 and 5 hit points. When worn, the backpack has a AC equal to 9 + the wearer&#039;s Dexterity modifier + the wearer&#039;s class bonus. A backpack reduced to 0 hit points ruptures and explodes, dealing 6d6 points of fire damage to the wearer (no save allowed) and 3d6 points of splash damage to individuals and objects in adjacent 5-foot squares (Reflex save, DC 15, for half damage).&lt;br /&gt;
&lt;br /&gt;
Any individual or flammable object that takes damage from a flamethrower catches on fire; taking 1d6 points of fire damage each subsequent round until the flames are extinguished. A fire engulfing a single individual or object can be doused or smothered as a full-round action. Discharging a fire extinguisher is a move action and instantly smothers flames in a 10-foot-by-10-foot area.&lt;br /&gt;
&lt;br /&gt;
A flamethrower can shoot 10 times before the fuel supply is depleted.&lt;br /&gt;
* M2HB&lt;br /&gt;
&lt;br /&gt;
This heavy-duty .50-caliber machine gun has been in service since World War II and remains a very common vehicle-mounted military weapon around the world.&lt;br /&gt;
* M72A3 LAW&lt;br /&gt;
&lt;br /&gt;
The LAW (light antitank weapon) is a disposable, one-shot rocket launcher. It comes as a short, telescoped fiberglass and aluminum tube. Before using the weapon, the firer must first arm and extend the tube, which is a move action.&lt;br /&gt;
&lt;br /&gt;
When the LAW hits its target, it explodes like a grenade or other explosive, dealing its 10d6 points of damage to all individuals within a 10-foot radius (Reflex save DC 18 for half damage).&lt;br /&gt;
&lt;br /&gt;
The LAW ignores up to 10 points of hardness if it strikes a vehicle, building, or object. However, this only applies to the target struck, not to other objects within the burst radius.&lt;br /&gt;
&lt;br /&gt;
The M72 has a minimum range of 30 feet. If fired against a target closer than 30 feet away, it does not arm and will not explode.&lt;br /&gt;
* M79&lt;br /&gt;
&lt;br /&gt;
This weapon is a single-shot grenade launcher. It fires 40mm grenades (see under Grenades and Explosives). These grenades look like huge rounds an inch and a half across; they can&#039;t be used as hand grenades and the M79 can&#039;t shoot hand grenades.&lt;br /&gt;
&lt;br /&gt;
Attacking with an M79 is identical to throwing an explosive: you make a ranged attack against a specific 5-foot square (instead of targeting a person or individual). The differences between using the M79 and throwing an explosive lie in the range of the weapon (which far exceeds the distance a hand grenade can be thrown) and the fact that the M79 requires a weapon proficiency to operate without penalty.&lt;br /&gt;
;Explosives&lt;br /&gt;
&lt;br /&gt;
These weapons explode or burst, dealing damage to individuals or objects within an area.&lt;br /&gt;
&lt;br /&gt;
Explosives can be thrown or set off in place, depending on the type of explosive device. Dynamite and hand grenades are examples of these weapons.&lt;br /&gt;
&lt;br /&gt;
All explosives must be detonated. Some, such as grenades, include built-in detonators. (Pulling the pin on a grenade is a free action.) Others require timers or other devices to set them off. Detonators are covered in Weapon Accessories.&lt;br /&gt;
&lt;br /&gt;
Explosives require no proficiency to use normally.&lt;br /&gt;
* Thrown Explosives&lt;br /&gt;
&lt;br /&gt;
Make a ranged attack against an unoccupied grid intersection (AC 5 plus range penalties.)&lt;br /&gt;
&lt;br /&gt;
**    Hit: Individuals in all adjacent squares are dealt damage.&lt;br /&gt;
**    Miss: First, roll 1d8 to determine the miss direction of the throw.&lt;br /&gt;
**    1 - Falls short (straight line towards the thrower).&lt;br /&gt;
**    2 through 8 - Count around the target individual or grid intersection in a clockwise direction.&lt;br /&gt;
&lt;br /&gt;
Then, count a number of squares in the indicated direction equal to the number of range increments thrown. The thrown object lands that number of spaces away from the target.&lt;br /&gt;
&lt;br /&gt;
Finally, the item deals damage to all individuals in the square it lands in and in all adjacent squares.&lt;br /&gt;
* Planted Explosives&lt;br /&gt;
&lt;br /&gt;
A planted explosive is set in place, with a timer or fuse determining when it goes off. No attack roll is necessary to plant an explosive; the explosive sits where it is placed until it is moved or goes off.&lt;br /&gt;
&lt;br /&gt;
When a planted explosive detonates, it deals its damage to all targets within the burst radius of the weapon. The targets may make Reflex saves (DC varies according to the explosive type) for half damage.&lt;br /&gt;
* Explosives Table&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039;: The damage dealt by the weapon.&lt;br /&gt;
&lt;br /&gt;
Burst Radius/Splash Damage: All individuals or objects within the burst radius take damage from the explosive.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage Type&#039;&#039;&#039;: Damage from explosives and splash weapons is classified according to type.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Critical&#039;&#039;&#039;: The threat range for a critical hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reflex DC&#039;&#039;&#039;: Any individual caught within the burst radius of an explosive may make a Reflex save against the DC given in this column for half damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Range Increment&#039;&#039;&#039;: If the weapon can be thrown, its range increment is shown in this column. Explosives with no range increment must be set in place before being detonated.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Size&#039;&#039;&#039;: A Small or smaller weapon is considered a light weapon. Medium-size or smaller weapon can be used one-handed or two-handed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weight&#039;&#039;&#039;: This column gives the weapon&#039;s weight.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cost&#039;&#039;&#039;: This is the purchase cost to acquire the weapon. This number reflects the base price and doesn&#039;t include any modifier for purchasing the weapon on the black market.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Grenades and Explosives&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Weapon &lt;br /&gt;
! Damage &lt;br /&gt;
! Critical &lt;br /&gt;
! Damage Type &lt;br /&gt;
! Burst Radius &lt;br /&gt;
! Reflex DC &lt;br /&gt;
! Range Increment &lt;br /&gt;
! Size &lt;br /&gt;
! Weight &lt;br /&gt;
! Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|40mm Fragmentation Grenade ||6d6 ||19-20 x4 ||Slashing ||10 ft. ||15 ||— ||Tiny ||1 lb. ||$650&lt;br /&gt;
|-&lt;br /&gt;
|C4/Semtex ||4d6 ||19-20 x4 ||Bludgeoning ||10 ft. ||18 ||— ||Small ||1 lb. ||$300&lt;br /&gt;
|-&lt;br /&gt;
|Det Cord ||2d6 ||20x4 ||Fire ||See text ||12 ||— ||Med ||2 lb. ||$100&lt;br /&gt;
|-&lt;br /&gt;
|Dynamite ||2d6 ||19-20/x4 ||Bludgeoning ||5 ft. ||15 ||10 ft. ||Tiny ||1 lb. ||$300&lt;br /&gt;
|-&lt;br /&gt;
|Fragmentation Grenade ||6d6 ||19-20/x4 ||Slashing ||20 ft. ||15 ||10 ft. ||Tiny ||1 lb. ||$575&lt;br /&gt;
|-&lt;br /&gt;
|Molotov Cocktail ||1d6/&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|1d4 Splash&lt;br /&gt;
|-&lt;br /&gt;
|||20 ||Fire ||5 ft ||12 ||10 ft ||Small ||1 lb ||$10&lt;br /&gt;
|-&lt;br /&gt;
|Smoke Grenade ||See text ||— ||— ||See text ||— ||10 ft. ||Small ||2 lb. ||$50&lt;br /&gt;
|-&lt;br /&gt;
|Tear gas Grenade ||See text ||— ||— ||See text ||— ||10 ft. ||Small ||2 lb. ||$300&lt;br /&gt;
|-&lt;br /&gt;
|Thermite Grenade ||8d6 ||19-20/x4 ||Fire ||5 ft. ||12 ||10 ft. ||Small ||2 lb. ||$850&lt;br /&gt;
|-&lt;br /&gt;
|White Phosphorus Grenade ||8d6 ||19-20 x4 ||Fire ||20 ft. ||12 ||10 ft. ||Small ||2 lb. ||$625&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Grenades and Explosives&lt;br /&gt;
&lt;br /&gt;
Many explosives require detonators, which are described in Weapon Accessories.&lt;br /&gt;
&lt;br /&gt;
No feat is required to use these thrown weapons.&lt;br /&gt;
* 40mm Fragmentation Grenade&lt;br /&gt;
&lt;br /&gt;
This small explosive device must be fired from a 40mm grenade launcher, such as the M79. It sprays shrapnel in all directions when it explodes.&lt;br /&gt;
&lt;br /&gt;
The cost given is for a box of 6 grenades.&lt;br /&gt;
* C4/Semtex&lt;br /&gt;
&lt;br /&gt;
So-called “plastic” explosives resemble slabs of wax and can take various shapes. The information on the table represents a 1-pound block. Additional blocks can be wired together, increasing the damage and burst radius; each additional block increases the damage by +2d6 and the burst radius by 2 feet and requires a Craft (explosives) check (DC 15) to link them.&lt;br /&gt;
&lt;br /&gt;
The cost given represents a package of 4 blocks.&lt;br /&gt;
&lt;br /&gt;
C4/Semtex requires a detonator to set off.&lt;br /&gt;
* Det Cord&lt;br /&gt;
&lt;br /&gt;
Det cord is an explosive in a rope-like form. Technically, det cord doesn&#039;t explode—but it burns so fast (4,000 yards per second) that it might as well be exploding. Normally used to string multiple explosive charges together for simultaneous detonation (allowing a single detonator to set them all off) det cord can also be looped around a tree or post or other object to cut it neatly in half.&lt;br /&gt;
&lt;br /&gt;
The information on the table represents a 50-foot length. A length of det cord can be spread out to pass through up to ten 5-foot squares. When this is the case, it deals the indicated damage to all individuals in each 5-foot square through which it passes.&lt;br /&gt;
&lt;br /&gt;
It can also be doubled up; for each additional 5 feet of cord within a single 5-foot square, increase the damage by +1d6.&lt;br /&gt;
&lt;br /&gt;
Det cord requires a detonator to set it off.&lt;br /&gt;
* Dynamite&lt;br /&gt;
&lt;br /&gt;
Perhaps one of the most common and straightforward explosives, dynamite is very stable under normal conditions. A stick of dynamite requires a fuse or detonator to set it off. Additional sticks can be set off at the same time if they are within the burst radius of the first stick, increasing the damage and burst radius of the explosion. Each additional stick increases the damage by +1d6 (maximum 10d6) and the burst radius by 5 feet (maximum 20 feet).&lt;br /&gt;
&lt;br /&gt;
It&#039;s possible to wire together several sticks of dynamite for even greater explosive effect. Doing so requires a Craft (explosives) (DC 10 + 1 per stick). If the character succeeds on the check, the damage or the burst radius of the explosion increases by 50% (the character&#039;s choice).&lt;br /&gt;
&lt;br /&gt;
Dynamite is sold in boxes of 12 sticks.&lt;br /&gt;
&lt;br /&gt;
To set off dynamite using a fuse, the fuse must first be lit, requiring a move action (and a lighter or other source of flame). The amount of time until the dynamite explodes depends on the length of the fuse—a fuse can be cut short enough for the dynamite to detonate in the same round (allowing it to be used much like a grenade) or long enough to take several minutes to detonate. Cutting the fuse to the appropriate length requires a move action.&lt;br /&gt;
* Fragmentation Grenade&lt;br /&gt;
&lt;br /&gt;
The most common military grenade, this is a small explosive device that sprays shrapnel in all directions when it explodes.&lt;br /&gt;
&lt;br /&gt;
The cost given is for a box of 6 grenades.&lt;br /&gt;
* Molotov Cocktail&lt;br /&gt;
&lt;br /&gt;
A Molotov cocktail is a flask containing a flammable liquid, plugged with a rag. A Molotov cocktail is easily made by hand with a Craft (explosives) DC 10 or Intelligence check DC 15.&lt;br /&gt;
&lt;br /&gt;
To use it, the rag must first be lit, requiring a move action (and a lighter or other source of flame). The cocktail detonates in 2 rounds or on impact with a solid object, whichever comes first.&lt;br /&gt;
&lt;br /&gt;
A target that takes a direct hit is dealt an additional 1d6 points of fire damage in the following round and risks catching on fire.&lt;br /&gt;
* Smoke Grenade&lt;br /&gt;
&lt;br /&gt;
On the round when it is thrown, a smoke grenade fills the four squares around it with smoke. On the following round, it fills all squares within 10 feet and on the third round it fills all squares within 15 feet. The smoke obscures all sight, including the darkvision ability granted by night vision goggles. Any individual within the area has total concealment. It disperses after 10 rounds, though a moderate wind (11+ mph) disperses the smoke in 4 rounds and a strong wind (21+ mph) disperses it in 1 round. Smoke grenades are available in several colors, including white, red, yellow, green and purple. As such, they can be used as signal devices.&lt;br /&gt;
&lt;br /&gt;
The cost given is for a box of 6 grenades.&lt;br /&gt;
* Tear Gas Grenade&lt;br /&gt;
&lt;br /&gt;
On the round that it is thrown, a tear gas grenade fills a 5-foot radius with a cloud of irritant that causes eyes to fill with tears. On the following round, it fills a 10-foot radius and on the third round it fills a 15-foot radius. It disperses after 10 rounds, though a moderate wind (11+ mph) disperses the smoke in 4 rounds and a strong wind (21+ mph) disperses it in 1 round.&lt;br /&gt;
&lt;br /&gt;
A character caught in a cloud of tear gas must make a Fortitude save (DC 15) or be nauseated. This effect lasts as long as the character is in the cloud and for 1d6 rounds after he or he leaves the cloud. A gas mask renders the target immune to the effects. A wet cloth held over the eyes, nose and mouth provides a +2 bonus on the Fortitude save.&lt;br /&gt;
&lt;br /&gt;
The cost given is for a box of 6 grenades.&lt;br /&gt;
* Thermite Grenade&lt;br /&gt;
&lt;br /&gt;
Thermite does not technically explode. Instead, it creates intense heat meant to burn or melt through an object upon which the grenade is set. Military forces use thermite grenades to quickly destroy key pieces of equipment.&lt;br /&gt;
&lt;br /&gt;
The cost given is for a box of 6 grenades.&lt;br /&gt;
* White Phosphorus Grenade&lt;br /&gt;
&lt;br /&gt;
White phosphorus grenades use an explosive charge to distribute burning phosphorus across the burst radius. Any target that takes damage from a White Phosphorus grenade is dealt an additional 2d6 points of fire damage in the following round and risks catching on fire.&lt;br /&gt;
&lt;br /&gt;
In addition, a WP grenade creates a cloud of smoke. Treat a white phosphorus grenade as a smoke grenade.&lt;br /&gt;
&lt;br /&gt;
The cost given is for a box of 6 grenades.&lt;br /&gt;
&lt;br /&gt;
== Melee Weapons ==&lt;br /&gt;
&lt;br /&gt;
Melee weapons are used in close combat and they are generally among the simplest types of weapons.&lt;br /&gt;
;Melee Weapons Table&lt;br /&gt;
&lt;br /&gt;
Melee weapons are described by a number of statistics, as shown on Table: Melee Weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039;: The damage the weapon deals on a successful hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Critical&#039;&#039;&#039;: The threat range for a critical hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage Type&#039;&#039;&#039;: Melee weapon damage is classified according to type: bludgeoning, energy, piercing and slashing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Range Increment&#039;&#039;&#039;: Melee weapons that are designed to be thrown can be used to make ranged attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Size&#039;&#039;&#039;: A Small or smaller weapon is considered a light weapon. It can be used one-handed and, as a light weapon, is easier to use in a character&#039;s off hand.&lt;br /&gt;
&lt;br /&gt;
A Medium-size or smaller weapon can be used one-handed or two-handed.&lt;br /&gt;
&lt;br /&gt;
A Large weapon requires two hands.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weight&#039;&#039;&#039;: This column gives the weapon&#039;s weight.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cost&#039;&#039;&#039;: This is the purchase cost to acquire the weapon.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Simple Melee Weapons&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Weapon &lt;br /&gt;
! Damage &lt;br /&gt;
! Critical &lt;br /&gt;
! Damage Type &lt;br /&gt;
! Range Increment &lt;br /&gt;
! Size &lt;br /&gt;
! Weight &lt;br /&gt;
! Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Cleaver ||1d6 ||19–20 ||Slashing ||10 ft. ||Small ||2 lb. ||$10&lt;br /&gt;
|-&lt;br /&gt;
|Knife ||1d4 ||19–20 ||Piercing ||10 ft. ||Tiny ||1 lb. ||$15&lt;br /&gt;
|-&lt;br /&gt;
|Metal Baton ||1d6 ||19–20 ||Bludgeoning ||— ||Med ||2 lb. ||$25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Exotic Melee Weapons&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Weapon &lt;br /&gt;
! Damage &lt;br /&gt;
! Critical &lt;br /&gt;
! Damage Type &lt;br /&gt;
! Range Increment &lt;br /&gt;
! Size &lt;br /&gt;
! Weight &lt;br /&gt;
! Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Chain saw ||3d6 ||18–20 x4 ||Slashing ||— ||Large ||10 lb. ||$150&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+No Feat Required Melee Weapons&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Weapon &lt;br /&gt;
! Damage &lt;br /&gt;
! Critical &lt;br /&gt;
! Damage Type &lt;br /&gt;
! Range Increment &lt;br /&gt;
! Size &lt;br /&gt;
! Weight &lt;br /&gt;
! Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Pistol Whip ||1d4 ||20 ||Bludgeoning ||— ||Small ||— ||—&lt;br /&gt;
|-&lt;br /&gt;
|Rifle Butt ||1d6 ||20 ||Bludgeoning ||— ||Large ||— ||—&lt;br /&gt;
|-&lt;br /&gt;
|Straight Razor ||1d3 ||18–20 ||Slashing ||— ||Tiny ||0.5 lb. ||$5&lt;br /&gt;
|-&lt;br /&gt;
|Stun Gun ||1d3 ||20 ||Electricity ||— ||Tiny ||1 lb. ||$40&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Simple Melee Weapons&lt;br /&gt;
&lt;br /&gt;
Generally inexpensive and light in weight, simple weapons get the job done nevertheless.&lt;br /&gt;
* Cleaver&lt;br /&gt;
&lt;br /&gt;
Heavy kitchen knives can be snatched up for use as weapons in homes and restaurants.&lt;br /&gt;
* Knife&lt;br /&gt;
&lt;br /&gt;
This category of weapon includes hunting knives, butterfly knives and switchblades.&lt;br /&gt;
* Metal Baton&lt;br /&gt;
&lt;br /&gt;
This weapon can be collapsed to reduce its size and increase its conceal-ability. Extending or collapsing the baton is a free action.&lt;br /&gt;
;Exotic Melee Weapons.&lt;br /&gt;
* Chain Saw&lt;br /&gt;
&lt;br /&gt;
Military and police units use powered saws to cut through fences and open doors rapidly.&lt;br /&gt;
;No Proficiency Required Melee Weapons&lt;br /&gt;
* Pistol Whip&lt;br /&gt;
&lt;br /&gt;
Using a Pistol as a melee weapon can deal greater damage than attacking unarmed.&lt;br /&gt;
* Rifle Butt&lt;br /&gt;
&lt;br /&gt;
The butt of a rifle can be used as an impromptu club.&lt;br /&gt;
* Straight Razor&lt;br /&gt;
&lt;br /&gt;
Favored by old-school organized crime “mechanics,” this item can still be found in some barbershops and shaving kits.&lt;br /&gt;
* Stun Gun&lt;br /&gt;
&lt;br /&gt;
Although the name suggests a ranged weapon, a stun gun requires physical contact to affect its target. The stun gun deals 1d3 points of electricity damage and the target must make a Fortitude saving throw (DC 15) or be paralyzed for 1d6 rounds.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Accessories&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Object &lt;br /&gt;
! Size &lt;br /&gt;
! Weight &lt;br /&gt;
! Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Box magazine ||Tiny ||0.5 lb. ||$5&lt;br /&gt;
|-&lt;br /&gt;
|Detonator, Blasting Cap ||Tiny ||0.5 lb. ||$20&lt;br /&gt;
|-&lt;br /&gt;
|Detonator, Radio Controlled ||Tiny ||0.5 lb. ||$40&lt;br /&gt;
|-&lt;br /&gt;
|Detonator, Timed ||Tiny ||0.5 lb. ||$30&lt;br /&gt;
|-&lt;br /&gt;
|Detonator, Wired ||Tiny ||1 lb. ||$20&lt;br /&gt;
|-&lt;br /&gt;
|Holster, Hip ||Tiny ||1 lb. ||$35&lt;br /&gt;
|-&lt;br /&gt;
|Holster, Concealed ||Tiny ||0.5 lb. ||$40&lt;br /&gt;
|-&lt;br /&gt;
|Illuminator ||Tiny ||0.5 lb. ||$85&lt;br /&gt;
|-&lt;br /&gt;
|Laser sight ||Tiny ||0.5 lb. ||$25&lt;br /&gt;
|-&lt;br /&gt;
|Scope, Standard ||Tiny ||0.5 lb. ||$70&lt;br /&gt;
|-&lt;br /&gt;
|Scope, Electro-Optical ||Small ||3 lb. ||$110&lt;br /&gt;
|-&lt;br /&gt;
|Speed loader ||Tiny ||0.5 lb. ||$25&lt;br /&gt;
|-&lt;br /&gt;
|Suppressor, Pistol ||Tiny ||1 lb. ||$250&lt;br /&gt;
|-&lt;br /&gt;
|Suppressor, Rifle ||Small ||4 lb. ||$400&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>99.91.0.249</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Weapons&amp;diff=1196</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Weapons&amp;diff=1196"/>
		<updated>2015-05-11T23:02:51Z</updated>

		<summary type="html">&lt;p&gt;99.91.0.249: /* Weapon Technology */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Weapon Categories==&lt;br /&gt;
Weapons have multi stats that change how effective they are in different engagements. &lt;br /&gt;
&lt;br /&gt;
There are 3 categories of weapons in Future Path:&lt;br /&gt;
#Archaic&lt;br /&gt;
#Simple&lt;br /&gt;
#Exotic&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Archaic&#039;&#039;&#039;: is anything that is so old is it never really used unless by people who love to mess with old type of stuff. For example the bow/arrow. And old style projectile weapon that appears simple at first glance but is actually difficult to master. &lt;br /&gt;
** Arcane weapons require the Arcane Weapon Proficiency Feat or you take a -4 and cannot use Ability/Affinity bonuses for hit checks.&lt;br /&gt;
* &#039;&#039;&#039;Simple&#039;&#039;&#039;: weapons are weapons that are common place for your Character. They usual follow a standard and design and are intuitive too use. For example a pistol or rifle. Both still require time to master but the basic principle of handle/trigger/end with hole point toward bad guy concept is common knowledge. &lt;br /&gt;
**Simple weapons require not feat to use without penalty however you still cannot apply Affinity bonus to a weapon you do not have a proficiency with.&lt;br /&gt;
* &#039;&#039;&#039;Exotic&#039;&#039;&#039;: are weapons that are notorious to get use too. They do not necessarily follow the simple model that most weapons follow and/or they have uniq properties that make it less intuitive too use. The Flamethrower or Grenade Launcher are examples. Perhaps a Portal Gun as well.&lt;br /&gt;
** Exotic weapons like Arcane weapons require the Exotic Weapon Proficiency Feat or you take a -4 and cannot use Ability/Affinity Bonuses for hit checks.&lt;br /&gt;
&lt;br /&gt;
==Future Path Common Weapons==&lt;br /&gt;
In Future Path the common weapons of choice are usually a ranged weapon. There are six different primary types of Range Weapons with tech levels of 1-4 and each type has a dice commonly associated with it.&lt;br /&gt;
&lt;br /&gt;
*Weapon Type: Weapon Dice(Damage)&lt;br /&gt;
#Archaic Range weapons: 1d4/1d6&lt;br /&gt;
#Handguns: 1d6&lt;br /&gt;
#Sub-Machine Guns: 1d8&lt;br /&gt;
#Manual Rifles: 2x1d4&lt;br /&gt;
#Shotguns: 1d10 &lt;br /&gt;
#Automatic Rifles: 1d12&lt;br /&gt;
#Machine Guns: 2x1d6&lt;br /&gt;
&lt;br /&gt;
The Weapon Dice are just a &#039;rule of thumb&#039; and there are exceptions from time to time. &lt;br /&gt;
&lt;br /&gt;
Besides Ranged weapons there are also Melee weapons. Everything from an old style sword to a lazer blade/light saber. &lt;br /&gt;
&lt;br /&gt;
Melee weapons have two sub-categorizes. One Handed, Two Handed Melee Weapons.&lt;br /&gt;
&lt;br /&gt;
==Weapon Technology==&lt;br /&gt;
Weapons evolve with technology and at different tech levels will have adjustments to their stats. Weapons have a tech level.  0 - 4. All 0 tech level weapons are considered Archaic. If you handle a weapon of a hirer tech level then your character you cannot apply your affinity bonus to use it until you increase your tech skill to that level. Weapons of higher tech level gain additional features but do not necessary increase the hit die unless specified. Here are some common attributes higher tech level weapons will see increased.&lt;br /&gt;
* Accuracy (Bonus to hit)&lt;br /&gt;
* Base damage (A built in bonus to damage IE: +1 damage after roll) &lt;br /&gt;
* DR piercing (Can remove some of the DR that Armour can provide)&lt;br /&gt;
* Weight, capacity of ammunition, range&lt;br /&gt;
&lt;br /&gt;
Most people think that a better weapon implies more damage. But if the rules of combat are followed correctly players will have to be dealing with Range and amo issues. And out side of combat they may have to deal with the weight of their weapons interfering with their ability to carry of equipment/resources/loot. A light weight high capacity firearm that also happens to have excellent range is hard to come by. More advance civilizations will be concerned with these matters more then simply &#039;does it do more damage?&#039;. This doesn&#039;t mean there cannot be weapons that do extreme amounts of damage but most are restricted to robots/space ships/tanks and alike.&lt;br /&gt;
&lt;br /&gt;
== Weapon Attributes ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Capacity&#039;&#039;&#039;&lt;br /&gt;
A firearm&#039;s capacity is the number of shots it can hold at one time. When making a full-attack action, you may fire a firearm as many times in a round as you have attacks, up to this limit, unless you can reload the weapon as a swift or free action while making a full-attack action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Loading a Firearm&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You need at least one hand free to load one-handed and two-handed firearms. In the case of two-handed firearms, you hold the weapon in one hand and load it with the other—you only need to hold it in two hands to aim and shoot the firearm.&lt;br /&gt;
&lt;br /&gt;
The Rapid Reload feat reduces the time required to load one-handed and two-handed firearms.&lt;br /&gt;
&lt;br /&gt;
Loading any firearm provokes attacks of opportunity.&lt;br /&gt;
&lt;br /&gt;
Advanced firearms that are chamber (Cylinder or Internal) loaded use a move action to load a one-handed or a two-handed advanced firearm to its full capacity.&lt;br /&gt;
&lt;br /&gt;
Reloading a firearm with an already filled box magazine or speed loader is a swift action.&lt;br /&gt;
&lt;br /&gt;
These reloading actions are move actions: refilling a box magazine or speed-loader, reloading a revolver without a speed-loader, or reloading any internal magazine.&lt;br /&gt;
&lt;br /&gt;
Loading a belt of linked ammunition is an immediate action. Linking two belts together is a swift action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kick&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Many modern firearms have a powerful kick after being shot. This can interfere with your aim. If a firearm has a damage bonus that is greater than your strength bonus, you subtract the difference from your attack roll.&lt;br /&gt;
&lt;br /&gt;
If a firearm has a tripod, you subtract reduce this penalty by [1] in the attack modifier.&lt;br /&gt;
&lt;br /&gt;
If a firearm is mounted, you subtract reduce this penalty by [2] in the attack modifier.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Misfires&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All modern firearms misfire on a natural roll of 1 and that shot misses, even if you would have otherwise hit the target. When a firearm misfires, it gains the broken condition, suffering the normal penalties and its misfire value increases by 4.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Range and Penetration&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Advanced firearms resolve their attacks against touch AC when the target is within the first five range increments, but this type of attack is not considered a touch attack for the purposes of feats such as Deadly Aim. At higher range increments, the attack resolves normally, including taking the normal cumulative –2 penalty for each full-range increment. Advanced firearms have a maximum range of 10 range increments.&lt;br /&gt;
== Firearm Ammunition ==&lt;br /&gt;
&lt;br /&gt;
Ammunition for firearms and other ranged weapons is covered below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Ammunition Type (Quantity) &lt;br /&gt;
! Cost &lt;br /&gt;
! Damage Modifier&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|5.56mm (20) ||$7.50 ||+0&lt;br /&gt;
|-&lt;br /&gt;
|7.62mm (20) ||$7.50 ||+1&lt;br /&gt;
|-&lt;br /&gt;
|7.62mmR (20) ||$7.50 ||+1&lt;br /&gt;
|-&lt;br /&gt;
|.444 caliber (20) ||$15 ||+2&lt;br /&gt;
|-&lt;br /&gt;
|.50 caliber (20) ||$15 ||+3&lt;br /&gt;
|-&lt;br /&gt;
|9mm (50) ||$10 ||+2&lt;br /&gt;
|-&lt;br /&gt;
|10mm (50) ||$10 ||+3&lt;br /&gt;
|-&lt;br /&gt;
|.22 caliber (50) ||$7.50 ||+0&lt;br /&gt;
|-&lt;br /&gt;
|.32 caliber (50) ||$20 ||+0&lt;br /&gt;
|-&lt;br /&gt;
|.38 special (50) ||$20 ||+1&lt;br /&gt;
|-&lt;br /&gt;
|.357 caliber (50) ||$20 ||+1&lt;br /&gt;
|-&lt;br /&gt;
|.44 caliber (50) ||$20 ||+2&lt;br /&gt;
|-&lt;br /&gt;
|.45 caliber (50) ||$20 ||+2&lt;br /&gt;
|-&lt;br /&gt;
|.50AE caliber (50) ||$20 ||+3&lt;br /&gt;
|-&lt;br /&gt;
|10-gauge buckshot (10) ||$20 ||+3&lt;br /&gt;
|-&lt;br /&gt;
|12-gauge buckshot (10) ||$20 ||+2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Purchase Notes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;5.56mm, 7.62mm, 7.62mmR, .444, .50&lt;br /&gt;
&lt;br /&gt;
:These calibers of ammunition are generally used in rifles, assault rifles, or machine guns and are sold in boxes of 20 rounds each.&lt;br /&gt;
&lt;br /&gt;
;9mm, 10mm, .22, .32, .38 S, .357, .44, .45, .50AE&lt;br /&gt;
&lt;br /&gt;
:These calibers are generally used in pistols or submachine guns and are sold in boxes of 50 rounds each.&lt;br /&gt;
&lt;br /&gt;
;10-gauge Buckshot, 12-gauge Buckshot &lt;br /&gt;
&lt;br /&gt;
Shotgun shells are sold in boxes of ten.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Ammunition&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A special, Magnum, or AE ammunition round will increase the critical threat range by one.&lt;br /&gt;
== Firearm Types ==&lt;br /&gt;
&#039;&#039;&#039;Handguns&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Handguns can be broken down into three smaller groups: autoloaders, revolvers and machine pistols.&lt;br /&gt;
&lt;br /&gt;
Autoloaders (sometimes called “automatics”) feature removable box magazines and some models hold quite a lot of ammunition.&lt;br /&gt;
&lt;br /&gt;
Revolvers are relatively simple firearms that store several rounds (usually six) in a revolving cylinder&lt;br /&gt;
&lt;br /&gt;
Machine pistols are automatic weapons small enough to be fired with one hand.&lt;br /&gt;
&lt;br /&gt;
Handguns can be broken down into two smaller groups - revolvers and autoloaders.&lt;br /&gt;
&lt;br /&gt;
Revolvers are relatively simple firearms that store several rounds (usually six) in a revolving cylinder&lt;br /&gt;
&lt;br /&gt;
Autoloaders (frequently called “automatics”) feature removable box magazines and some models hold quite a lot of ammunition. While most autoloaders are semi-automatic, firing one round for each pull of the trigger, some specialty models exist which are capable of Autofire. These are referred to as Machine Pistols&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Longarms&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Longarms are personal firearms that require two hands to be fired without penalty. If fired with only one hand, there is a -4 to attack. This group includes hunting and sniping rifles, assault rifles and most submachine guns.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Machine Guns&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Machine guns are belt-fed weapons that typically fire rifle cartridges or light cannon rounds. Lighter guns are frequently carried by dismounted troops and fired from a bipod or occasionally a tripod, while heavier machine guns are found on either a tripod or a vehicle mount. Most are only capable of autofire, with a few examples (such as the German MG-34, MG-42and MG-3) being capable of single-shot firing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shotguns&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Shotguns are large-bore weapons that have the Scatter Weapon Quality.&lt;br /&gt;
&lt;br /&gt;
If a slug is used to attack then increase the critical hit modifier to x4. Slugs can only target one individual.&lt;br /&gt;
&lt;br /&gt;
If pellets are used, the shot gun fires in a cone (15&#039;). All individuals within the cone are targets and each must be rolled separately, with a modifier of -2. In addition, targets are unable to use any concealment abilities. This will affect all targets within the cone, each with a -2 to hit.&lt;br /&gt;
 &lt;br /&gt;
== Firearm Rate of Fire ==&lt;br /&gt;
&#039;&#039;&#039;Single Shot&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is a single shot per each attack granted by the PC&#039;s Base Attack Bonus.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Semi-Automatic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is a full-attack action, you can fire one additional time this round. All of your attack rolls take a –2 penalty when using semi-automatic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Burst Fire&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As a standard action, the character fires 3 – 10 rounds. On a successful attack, the first round will hit and for every 5 points above the target&#039;s Armor Class, the character gains an additional hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Automatic Fire&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Automatic is a full round action and a character can fire in a cone (see below). All individuals within the cone (30&#039;) are targets and each must be rolled separately, with a modifier of -4. In addition, targets are unable to use any concealment abilities.&lt;br /&gt;
&lt;br /&gt;
Machine guns only have autofire settings and can&#039;t normally fire single shots. These weapons can fire as cone (60&#039;) attack, each with a -4 to hit.&lt;br /&gt;
&lt;br /&gt;
If there is only one target aimed at, as a full round action on a successful attack, the first round will hit and for every 5 points above the targets Armor Class the character gains an additional hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: A critical hit or sneak attack damage is only applied to the first bullet-strike, regardless of how many rounds end up hitting the target.&lt;br /&gt;
&lt;br /&gt;
More information on firearms can be found in The Pathfinder Role Playing Game: Ultimate Combat and for enhanced rules see; Super Genius Games: Anachronistic Adventurers: The Enforcer.&lt;br /&gt;
&lt;br /&gt;
== Ranged Weapons Table ==&lt;br /&gt;
&lt;br /&gt;
Ranged weapons are described by a number of statistics, as shown on Table: Ranged Weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039;: The damage the weapon deals on a successful hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Critical&#039;&#039;&#039;: The threat range for a critical hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage Type&#039;&#039;&#039;: Ranged weapon damage is classified as Piercing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Modern firearm attacks are against the target&#039;s touch AC for the first 5 range increments and have a full 10 range increments.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rate of Fire&#039;&#039;&#039;: How many rounds the firearm fires per round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Capacity&#039;&#039;&#039;: The weapon&#039;s magazine capacity and type are given in this column.&lt;br /&gt;
&lt;br /&gt;
* Box: A box magazine is any type of magazine that can be removed and reloaded separately from the weapon.&lt;br /&gt;
&lt;br /&gt;
* Cylinder: A revolver keeps its ammunition in a cylinder.&lt;br /&gt;
&lt;br /&gt;
* Internal: Some weapons keep their ammunition in an internal space, which must be loaded by hand.&lt;br /&gt;
&lt;br /&gt;
* Belt Feed: Machine guns use linked ammunition.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Size&#039;&#039;&#039;: A Small or smaller weapon is considered a light weapon. A Medium-size or smaller weapon can be used one-handed or two-handed. A Large weapon requires two hands. A Huge weapon requires two hands and a bipod or other mount.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weight&#039;&#039;&#039;: This column gives the weapon&#039;s weight when fully loaded.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cost&#039;&#039;&#039;: This is the purchase cost to acquire the weapon.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+No Proficiency Required - Ranged&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Weapon &lt;br /&gt;
! Damage &lt;br /&gt;
! Critical &lt;br /&gt;
! Damage Type &lt;br /&gt;
! Range Increment &lt;br /&gt;
! Rate of Fire &lt;br /&gt;
! Cap &lt;br /&gt;
! Size &lt;br /&gt;
! Wt &lt;br /&gt;
! Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Pepper spray ||Special ||— ||Special ||5 ft. ||1 ||1 int. ||Tiny ||0.5 lb. ||$10&lt;br /&gt;
|-&lt;br /&gt;
|Taser ||1d4 ||— ||Electricity ||5 ft. ||1 ||1 int. ||Small ||2 lb. ||$50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Simple Weapons&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Weapon &lt;br /&gt;
! Damage &lt;br /&gt;
! Critical &lt;br /&gt;
! Damage Type &lt;br /&gt;
! Range Increment &lt;br /&gt;
! Rate &lt;br /&gt;
! Cap &lt;br /&gt;
! Size &lt;br /&gt;
! Wt &lt;br /&gt;
! Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Benelli 121 M1&lt;br /&gt;
|-&lt;br /&gt;
|12-gague Shotgun ||2d8+2 ||19-20 x2 ||P ||40 ft. ||S ||7 int ||Large ||8 lb. ||$500&lt;br /&gt;
|-&lt;br /&gt;
|Beretta 92F&lt;br /&gt;
|-&lt;br /&gt;
|9mm Autoloader ||2d6+2 ||x4 ||P ||40 ft. ||S ||15 box ||Small ||3 lb. ||$450&lt;br /&gt;
|-&lt;br /&gt;
|Beretta M3P&lt;br /&gt;
|-&lt;br /&gt;
|12-gauge Shotgun ||2d8+2 ||19-20 x2 ||P ||30 ft. ||S ||5 box ||Large ||9 lb ||$650&lt;br /&gt;
|-&lt;br /&gt;
|Browning BPS&lt;br /&gt;
|-&lt;br /&gt;
|10-gauge Shotgun ||2d10 +3 ||19-20 x2 ||P ||30 ft ||Single ||5 int. ||Large ||11 lb. ||$700&lt;br /&gt;
|-&lt;br /&gt;
|Colt Double Eagle 10 mm Autoloader ||2d6+3 ||x4 ||P ||30 ft. ||S ||9 box ||Small ||3 lb. ||$750&lt;br /&gt;
|-&lt;br /&gt;
|Colt M1&lt;br /&gt;
|-&lt;br /&gt;
|.45 Autoloader ||2d6+2 ||x4 ||P ||30 ft. ||S ||7 box ||Small ||3 lb. ||$700&lt;br /&gt;
|-&lt;br /&gt;
|Colt Python&lt;br /&gt;
|-&lt;br /&gt;
|.357 Revolver ||2d6+1 ||x4 ||P ||40 ft. ||S ||6 cyl. ||Med ||3 lb. ||$700&lt;br /&gt;
|-&lt;br /&gt;
|Compound Bow ||2d8 ||20 ||P ||40 ft. ||1 ||— ||Large ||3 lb. ||$150&lt;br /&gt;
|-&lt;br /&gt;
|Derringer .45 ||2d6+2 ||x4 ||P ||10 ft. ||Single ||2 int. ||Tiny ||1 lb. ||$500&lt;br /&gt;
|-&lt;br /&gt;
|Desert Eagle&lt;br /&gt;
|-&lt;br /&gt;
|.50AE Autoloader ||2d8+3 ||x4 ||P ||40 ft. ||S ||8 box ||Med ||4 lb. ||$1,500&lt;br /&gt;
|-&lt;br /&gt;
|Gloc.&lt;br /&gt;
|-&lt;br /&gt;
|9mm Autoloader ||2d6+2 ||x4 ||P ||30 ft. ||S ||17 box ||Small ||2 lb. ||$500&lt;br /&gt;
|-&lt;br /&gt;
|Gloc.&lt;br /&gt;
|-&lt;br /&gt;
|10mm Autoloader ||2d6+3 ||x4 ||P ||40 ft. ||S ||15 box ||Small ||3 lb. ||$600&lt;br /&gt;
|-&lt;br /&gt;
|Mossberg&lt;br /&gt;
|-&lt;br /&gt;
|12-gauge Shotgun ||2d8+2 ||x2 ||P ||30 ft. ||Single ||6 int. ||Large ||7 lb. ||$350&lt;br /&gt;
|-&lt;br /&gt;
|Pathfinder&lt;br /&gt;
|-&lt;br /&gt;
|.22 Revolver ||2d4 ||20 x4 ||P ||20 ft. ||S ||6 cyl. ||Tiny ||1 lb. ||$475&lt;br /&gt;
|-&lt;br /&gt;
|Remington 700 7.62mm Hunting Rifle ||2d10+1 ||x4 ||P ||300 ft. ||Single ||5 int. ||Large ||8 lb. ||$900&lt;br /&gt;
|-&lt;br /&gt;
|Ruger Service-Six .38S Revolver ||2d6+1 ||x4 ||P ||30 ft. ||S ||6 cyl. ||Small ||2 lbs ||$500&lt;br /&gt;
|-&lt;br /&gt;
|S&amp;amp;W M29&lt;br /&gt;
|-&lt;br /&gt;
|.44 Magnum Revolver ||2d8+2 ||x4 ||P ||30 ft. ||S ||6 cyl. ||Med ||3 lb. ||$850&lt;br /&gt;
|-&lt;br /&gt;
|Sawed-off&lt;br /&gt;
|-&lt;br /&gt;
|12-ga Shotgun ||2d8+3 ||19-20 x2 ||P ||10 ft. ||S ||2 int. ||Med ||4 lb. ||$575&lt;br /&gt;
|-&lt;br /&gt;
|SITES M9&lt;br /&gt;
|-&lt;br /&gt;
|9mm Autoloader ||2d6+2 ||x4 ||P ||30 ft. ||S ||8 box ||Tiny ||2 lb. ||$500&lt;br /&gt;
|-&lt;br /&gt;
|Walther PPK&lt;br /&gt;
|-&lt;br /&gt;
|.32 Autoloader ||2d4 ||x4 ||P ||10 ft. ||S ||7 box ||Small ||1 lb. ||$500&lt;br /&gt;
|-&lt;br /&gt;
|Winchester ||2d10+1 ||x4 ||P ||300 ft. ||Single ||6 int. ||Large ||7 lb. ||$575&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Martial Ranged Weapons&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Weapon &lt;br /&gt;
! Damage &lt;br /&gt;
! Critical &lt;br /&gt;
! Damage Type &lt;br /&gt;
! Range Increment &lt;br /&gt;
! Rate of Fire &lt;br /&gt;
! Cap &lt;br /&gt;
! Size &lt;br /&gt;
! Wt &lt;br /&gt;
! Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|AKM/AK-47 7.62x39mm&lt;br /&gt;
|-&lt;br /&gt;
|Assault Rifle ||2d8+1 ||19-20 x4 ||P ||70 ft. ||S, A ||30 box ||Large ||10 lb. ||$575&lt;br /&gt;
|-&lt;br /&gt;
|Barrett Light Fifty&lt;br /&gt;
|-&lt;br /&gt;
|.50 Sniper Rifle ||2d12+3 ||19-20 x4 ||P ||600 ft. ||S ||11 box ||Huge ||35 lb. ||$8,000&lt;br /&gt;
|-&lt;br /&gt;
|Beretta 93R&lt;br /&gt;
|-&lt;br /&gt;
|9mm Machine Pistol ||2d6+2 ||19-20 x4 ||P ||30 ft. ||S,A ||20 box ||Med ||3 lb. ||$825&lt;br /&gt;
|-&lt;br /&gt;
|HK G3&lt;br /&gt;
|-&lt;br /&gt;
|7.62mm Assault Rifle ||2d10+1 ||19-20 x4 ||P ||300 ft. ||S, A ||20 box ||Large ||11 lb. ||$925&lt;br /&gt;
|-&lt;br /&gt;
|HK MP5 9mm ||2d6+2 ||19-20 x4 ||P ||50 ft. ||S,B, A ||30 box ||Large ||7 lb. ||$1,000&lt;br /&gt;
|-&lt;br /&gt;
|HK MP5K&lt;br /&gt;
|-&lt;br /&gt;
|9mm Submachine Gun ||2d6+2 ||19-20 x4 ||P ||40 ft. ||S, B,A ||15 box ||Med ||5 lb. ||$925&lt;br /&gt;
|-&lt;br /&gt;
|HK PSG1&lt;br /&gt;
|-&lt;br /&gt;
|7.62mm Sniper Rifle ||2d10+1 ||19-20 x4 ||P ||300 ft. ||S ||5 box ||Large ||16 lb. ||$9,000&lt;br /&gt;
|-&lt;br /&gt;
|M16&lt;br /&gt;
|-&lt;br /&gt;
|5.56mm Assault Rifle ||2d8 ||19-20 x4 ||P ||100 ft. ||S, B or A ||30 box ||Large ||8 lb. ||$650&lt;br /&gt;
|-&lt;br /&gt;
|M4 Carbine&lt;br /&gt;
|-&lt;br /&gt;
|5.56mm Assault Rifle ||2d8 ||19-20 x4 ||P ||100 ft. ||S,,B,A ||30 box ||Large ||7 lb. ||$650&lt;br /&gt;
|-&lt;br /&gt;
|M-60&lt;br /&gt;
|-&lt;br /&gt;
|7.62 Machine Gun ||2d10+1 ||19-20 x4 ||P ||300 ft. ||A ||belt feed ||Huge ||22 lb. ||$15,000&lt;br /&gt;
|-&lt;br /&gt;
|MAC Ingram M10&lt;br /&gt;
|-&lt;br /&gt;
|.45 Machine Pistol ||2d6+2 ||19-20 x4 ||P ||40 ft. ||S, A ||30 box ||Med ||6 lb. ||$575&lt;br /&gt;
|-&lt;br /&gt;
|Skorpion&lt;br /&gt;
|-&lt;br /&gt;
|.32 Machine Pistol ||2d4 ||19-20 x4 ||P ||40 ft. ||S, A ||20 box ||Med ||4 lb. ||$750&lt;br /&gt;
|-&lt;br /&gt;
|Steyr AUG&lt;br /&gt;
|-&lt;br /&gt;
|5.56mm Assault Rifle ||2d8 ||19-20&lt;br /&gt;
|-&lt;br /&gt;
|X4 ||P ||150 ft. ||S,B, A ||30 box ||Large ||9 lb ||$925&lt;br /&gt;
|-&lt;br /&gt;
|TEC-9&lt;br /&gt;
|-&lt;br /&gt;
|9mm Machine Pistol ||2d6+2 ||19-20 x4 ||P ||40 ft. ||S, A ||32 box ||Med ||4 lb. ||$475&lt;br /&gt;
|-&lt;br /&gt;
|Uzi&lt;br /&gt;
|-&lt;br /&gt;
|9mm Submachine Gun ||2d6+2 ||19-20 x4 ||P ||40 ft. ||S, A ||20 box ||Large ||8 lb. ||$825&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Exotic Ranged Weapons&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Weapon &lt;br /&gt;
! Damage &lt;br /&gt;
! Critical &lt;br /&gt;
! Damage Type &lt;br /&gt;
! Range Increment &lt;br /&gt;
! Rate of Fire &lt;br /&gt;
! Cap &lt;br /&gt;
! Size &lt;br /&gt;
! Wt &lt;br /&gt;
! Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Flamethrower ||3d6 ||x4 ||Fire ||— ||1 ||10 int. ||Large ||50 lb. ||$750&lt;br /&gt;
|-&lt;br /&gt;
|M2HB&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Machine Gun ||1d12+3 ||19-20 x4 ||P ||200 ft. ||A ||belt feed ||Huge ||75 lb ||$17,000&lt;br /&gt;
|-&lt;br /&gt;
|M72A3 LAW&lt;br /&gt;
|-&lt;br /&gt;
|Rocket Launcher ||10d6 ||19-20 x4 ||— ||150 ft. ||1 ||1 int. ||Large ||5 lb. ||$575&lt;br /&gt;
|-&lt;br /&gt;
|M79&lt;br /&gt;
|-&lt;br /&gt;
|Grenade Launcher ||Varies ||— ||— ||70 ft. ||1 ||1 int. ||Large ||7 lb. ||$475&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Weapon Descriptions ==&lt;br /&gt;
;No Proficiency Required - Ranged&lt;br /&gt;
&lt;br /&gt;
Ranged weapons that are not firearms, there is no proficiency feat required to use these weapons.&lt;br /&gt;
* Pepper Spray&lt;br /&gt;
&lt;br /&gt;
A chemical irritant that can temporarily blind a target, pepper spray comes in a single-shot container. To use it, make a ranged touch attack against the target. The target must make a Fortitude saving throw (DC 15) or be blinded for 1d4 rounds. This has a max-range of 20 feet for the small canisters and 50 feet for large canisters.&lt;br /&gt;
* Taser&lt;br /&gt;
&lt;br /&gt;
On a successful hit, the darts deal 1d4 points of electrical damage and the target must make a Fortitude saving throw (DC 15) or be paralyzed for 1d6 rounds.&lt;br /&gt;
&lt;br /&gt;
;Simple Ranged Weapons&lt;br /&gt;
* Benelli 121 M1&lt;br /&gt;
&lt;br /&gt;
The Benelli 121 M1 semiautomatic shotgun is reliable, simple and sturdy.&lt;br /&gt;
* Beretta 92F&lt;br /&gt;
&lt;br /&gt;
The standard service Pistol of the United States military&lt;br /&gt;
* Beretta M3P&lt;br /&gt;
&lt;br /&gt;
Designed for police and security work, the M3P can fire either single shots or on semiautomatic. The 12-gauge shotgun M3P comes equipped with a tubular steel stock that folds over the top of the weapon to form a carrying handle and its ammunition feeds from a box magazine—an uncommon feature in a shotgun.&lt;br /&gt;
* Browning BPS&lt;br /&gt;
&lt;br /&gt;
This heavy shotgun fires the largest shotgun round available, the 10-gauge hell.&lt;br /&gt;
* Colt Double Eagle&lt;br /&gt;
&lt;br /&gt;
Based on the M1911 mechanism, this pistol is an updated civilian version that fires a 10mm round.&lt;br /&gt;
* Colt M1911&lt;br /&gt;
&lt;br /&gt;
This .45 semiautomatic pistol was used by the United States military for decades.&lt;br /&gt;
* Colt Python&lt;br /&gt;
&lt;br /&gt;
The Python has a well-deserved reputation for accuracy. Due to its high quality of manufacture, the Colt Python is always considered a mastercraft weapon. As such, it grants a +1 bonus on attack rolls.&lt;br /&gt;
* Compound Bow&lt;br /&gt;
&lt;br /&gt;
Bow hunting remains a popular sport in North America. A character&#039;s strength modifier applies to damage rolls made when using this weapon.&lt;br /&gt;
* Derringer&lt;br /&gt;
&lt;br /&gt;
This Pistol breaks open at the breech like a double-barreled shotgun. The two-shot weapon has one barrel atop the other and is barely 5 inches long, making it easy to conceal. Derringers can also be found in any pistol caliber.&lt;br /&gt;
* Desert Eagle&lt;br /&gt;
&lt;br /&gt;
Manufactured by Israeli Military Industries, the Desert Eagle is the king of large-frame, heavy-caliber autoloaders. This version fires the massive .50 Action Express round. The Desert Eagle also comes in .357 Magnum and .44 Magnum models.&lt;br /&gt;
* Glock 17&lt;br /&gt;
&lt;br /&gt;
The Glock is typical of 9mm self-loading pistols carried by many police officers and military personnel. Due to its high quality of manufacture, the Glock 17 is always considered a mastercraft weapon. As such, it grants a +1 bonus on attack rolls.&lt;br /&gt;
* Glock 20&lt;br /&gt;
&lt;br /&gt;
This slightly larger version of the Glock 17 is chambered for the slightly more powerful 10mm round.&lt;br /&gt;
&lt;br /&gt;
Due to its high quality of manufacture, the Glock 20 is always considered a mastercraft weapon. As such, it grants a +1 bonus on attack rolls.&lt;br /&gt;
* Mossberg&lt;br /&gt;
&lt;br /&gt;
The Mossberg Model 500 ATP6C is a pump-action shotgun designed for military and police work.&lt;br /&gt;
* Pathfinder&lt;br /&gt;
&lt;br /&gt;
The Pathfinder is a high-quality weapon used as a concealed backup weapon by police officers or for personal defense. The Pathfinder is typical of a number of short-barreled (3 inches) small-caliber revolvers.&lt;br /&gt;
* Remington 700&lt;br /&gt;
&lt;br /&gt;
A bolt-action rifle with a reputation for accuracy, the Remington 700 has been popular with hunters and target shooters since its introduction in the 1940s.&lt;br /&gt;
* Ruger Service-Six&lt;br /&gt;
&lt;br /&gt;
This revolver, designed specifically for police use, fires the .38 Special rounds.&lt;br /&gt;
* S&amp;amp;W M29&lt;br /&gt;
&lt;br /&gt;
The Smith &amp;amp; Wesson Model 29 .44 Magnum revolver fires one of the most powerful Pistol cartridges in the world. The M29 is known for its deafening sound, bright muzzle flash and powerful recoil.&lt;br /&gt;
* Sawed-Off Shotgun&lt;br /&gt;
&lt;br /&gt;
This is a 12-gauge, double-barreled shotgun with the stock and barrels sawed short. All that&#039;s left of the stock is a Pistol grip and the barrels are roughly 12 inches long. If this weapon is fully-loaded, a character can fire both barrels at once. The character receives a –2 penalty on the attack but deals +1 to damage with a successful hit. Attacking this way uses both shotgun shells.&lt;br /&gt;
* SITES M9 Resolver&lt;br /&gt;
&lt;br /&gt;
The compact SITES weapon is very narrow, making it easy to conceal.&lt;br /&gt;
* Walther PPK&lt;br /&gt;
&lt;br /&gt;
The PPK is a small, simple and reliable autoloader with a design that dates back to the 1930s. It remains in widespread service among European police, military and government agencies.&lt;br /&gt;
* Winchester 94&lt;br /&gt;
&lt;br /&gt;
The Winchester Model 94 Big Bore is a lever-action rifle typical of big-bore hunting rifles found around the world.&lt;br /&gt;
;Martial Ranged Weapons&lt;br /&gt;
* AKM/AK-47&lt;br /&gt;
&lt;br /&gt;
This assault rifle of the old Soviet Union is one of the most popular firearms in the world, having found common use in scores of bush wars and insurrections—on all sides of such conflicts.&lt;br /&gt;
&lt;br /&gt;
The AKM is a slightly more modern version of the AK-47, but functions essentially the same.&lt;br /&gt;
* Barrett Light Fifty&lt;br /&gt;
&lt;br /&gt;
The heavy but rugged Light Fifty is an incredibly powerful weapon for its size. Although it&#039;s a sniper rifle, it fires a .50-caliber machine gun round, a round much more powerful than any other rifle ammunition. Note: Technically classed as an “anti-material rifle” rather than a “sniper rifle,” thus the use of a machine gun round rather than a standard rifle round.&lt;br /&gt;
* Beretta 93R&lt;br /&gt;
&lt;br /&gt;
This close relative of the Beretta 92F looks like a large autoloader but can fire on automatic. It sports a fold-down grip in front of the trigger guard, an extendable steel shoulder stock that is attached to the butt of the Pistol and an extended magazine.&lt;br /&gt;
&lt;br /&gt;
This weapon features a three-round burst setting.&lt;br /&gt;
* HK G3&lt;br /&gt;
&lt;br /&gt;
The G3 fires the powerful 7.62 mm cartridge, a round used in many light machine guns but increasingly uncommon in assault rifles. At one time, over sixty of the world&#039;s armies used this rifle.&lt;br /&gt;
* HK MP5&lt;br /&gt;
&lt;br /&gt;
The Heckler &amp;amp; Koch MP5 family of weapons is among the most recognizable in the world. Many different designs exist; described here is the most basic model.&lt;br /&gt;
&lt;br /&gt;
Due to its high quality of manufacture, the MP5 is always considered a mastercraft weapon. As such, it grants a +1 bonus on attack rolls.&lt;br /&gt;
&lt;br /&gt;
This weapon features a three-round burst setting.&lt;br /&gt;
* HK MP5K&lt;br /&gt;
&lt;br /&gt;
A radically shortened version of the MP5, this weapon is optimized to be concealable. The steps taken to reduce the weapon&#039;s size and weight negate the benefits of the parent weapon&#039;s extraordinary quality and as a result the MP5K is not a mastercraft weapon.&lt;br /&gt;
&lt;br /&gt;
Although it comes with a 15-round magazine, the MP5K can also accept the same 30-round magazine as the MP5 (use of the larger magazine increases the weapon&#039;s size to Large, though).&lt;br /&gt;
&lt;br /&gt;
This weapon features a three-round burst setting.&lt;br /&gt;
* HK PSG1&lt;br /&gt;
&lt;br /&gt;
This high-precision sniper rifle, based on the design of the HK G3, has a fully adjustable trigger and stock for individual users. The PSG1 comes with a standard scope.&lt;br /&gt;
&lt;br /&gt;
Due to its high quality of manufacture, the PSG1 is always considered a mastercraft weapon. As such, it grants a +1 bonus on attack rolls.&lt;br /&gt;
* M16A2&lt;br /&gt;
&lt;br /&gt;
Typical of the assault rifles used by militaries around the world, the Colt M16A2 is the current service rifle of the United States military and is common with other armies and in the civilian world.&lt;br /&gt;
&lt;br /&gt;
The A3 has a three-round burst setting, with a ROF: S, B.&lt;br /&gt;
&lt;br /&gt;
The A4 does not have the three-round burst setting, with a ROF: S, A&lt;br /&gt;
* M4 Carbine&lt;br /&gt;
&lt;br /&gt;
This is a cut-down version of the Colt M16A2, shortened by about a third by means of a telescoping stock and a shorter barrel.&lt;br /&gt;
* M-60&lt;br /&gt;
&lt;br /&gt;
Introduced in the Vietnam War era, this medium machine gun is still in widespread use with the U.S. military and that of several other armies.&lt;br /&gt;
* MAC Ingram M10&lt;br /&gt;
&lt;br /&gt;
No longer in production, about 10,000 of these small submachine guns were made and supplied to United States police forces, the U.S. Army, Cuba and Peru. Light pressure on the trigger produces single shots, while increased pressure brings automatic fire.&lt;br /&gt;
&lt;br /&gt;
The M10 accepts a suppressor without modification.&lt;br /&gt;
* Skorpion&lt;br /&gt;
&lt;br /&gt;
The CZ61 Skorpion is a Czech machine Pistol seen increasingly in the West since the collapse of the Soviet Union. Originally intended for military vehicle crews who don&#039;t have space for an unwieldy longarms, it was widely distributed to Communist countries and in central Africa and can now be found anywhere in the world.&lt;br /&gt;
* Steyr AUG&lt;br /&gt;
&lt;br /&gt;
An unusual and exotic-looking weapon, the bull pup AUG is the standard rifle of the Austrian and Australian armies. It&#039;s completely ambidextrous components make it equally convenient for left- and right-handed users. It features a built-in optical sight gaining a +1 to attack rolls. This weapon features a three-round burst setting.&lt;br /&gt;
* TEC-9&lt;br /&gt;
&lt;br /&gt;
The Intratec TEC-9 is an inexpensive machine pistol popular with Infiltrators because it can be modified with a Craft (mechanical) check DC 15 to fire on automatic. The Pistol only works on semiautomatic fire or, if modified, only on automatic. Once modified to fire on automatic, the TEC-9 cannot be changed back to semiautomatic.&lt;br /&gt;
* Uzi&lt;br /&gt;
&lt;br /&gt;
Designed in the 1950s for the Israeli army, the Uzi has become the most popular submachine gun in the world. It features a collapsible stock, making it extremely compact.&lt;br /&gt;
&lt;br /&gt;
;Exotic Ranged Weapons&lt;br /&gt;
* Flamethrower&lt;br /&gt;
&lt;br /&gt;
A flamethrower consists of a pressurized backpack containing fuel, connected to a tube with a nozzle. It shoots a 5-foot-wide, 30-foot-long line of flame that deals 3d6 points of fire damage to all individuals and objects in its path. No attack roll is necessary. Any individual caught in the line of flame can make a Reflex save (DC 15) to take half damage. Individuals with cover get a bonus on their Reflex save.&lt;br /&gt;
&lt;br /&gt;
A flamethrower&#039;s backpack has hardness 5 and 5 hit points. When worn, the backpack has a AC equal to 9 + the wearer&#039;s Dexterity modifier + the wearer&#039;s class bonus. A backpack reduced to 0 hit points ruptures and explodes, dealing 6d6 points of fire damage to the wearer (no save allowed) and 3d6 points of splash damage to individuals and objects in adjacent 5-foot squares (Reflex save, DC 15, for half damage).&lt;br /&gt;
&lt;br /&gt;
Any individual or flammable object that takes damage from a flamethrower catches on fire; taking 1d6 points of fire damage each subsequent round until the flames are extinguished. A fire engulfing a single individual or object can be doused or smothered as a full-round action. Discharging a fire extinguisher is a move action and instantly smothers flames in a 10-foot-by-10-foot area.&lt;br /&gt;
&lt;br /&gt;
A flamethrower can shoot 10 times before the fuel supply is depleted.&lt;br /&gt;
* M2HB&lt;br /&gt;
&lt;br /&gt;
This heavy-duty .50-caliber machine gun has been in service since World War II and remains a very common vehicle-mounted military weapon around the world.&lt;br /&gt;
* M72A3 LAW&lt;br /&gt;
&lt;br /&gt;
The LAW (light antitank weapon) is a disposable, one-shot rocket launcher. It comes as a short, telescoped fiberglass and aluminum tube. Before using the weapon, the firer must first arm and extend the tube, which is a move action.&lt;br /&gt;
&lt;br /&gt;
When the LAW hits its target, it explodes like a grenade or other explosive, dealing its 10d6 points of damage to all individuals within a 10-foot radius (Reflex save DC 18 for half damage).&lt;br /&gt;
&lt;br /&gt;
The LAW ignores up to 10 points of hardness if it strikes a vehicle, building, or object. However, this only applies to the target struck, not to other objects within the burst radius.&lt;br /&gt;
&lt;br /&gt;
The M72 has a minimum range of 30 feet. If fired against a target closer than 30 feet away, it does not arm and will not explode.&lt;br /&gt;
* M79&lt;br /&gt;
&lt;br /&gt;
This weapon is a single-shot grenade launcher. It fires 40mm grenades (see under Grenades and Explosives). These grenades look like huge rounds an inch and a half across; they can&#039;t be used as hand grenades and the M79 can&#039;t shoot hand grenades.&lt;br /&gt;
&lt;br /&gt;
Attacking with an M79 is identical to throwing an explosive: you make a ranged attack against a specific 5-foot square (instead of targeting a person or individual). The differences between using the M79 and throwing an explosive lie in the range of the weapon (which far exceeds the distance a hand grenade can be thrown) and the fact that the M79 requires a weapon proficiency to operate without penalty.&lt;br /&gt;
;Explosives&lt;br /&gt;
&lt;br /&gt;
These weapons explode or burst, dealing damage to individuals or objects within an area.&lt;br /&gt;
&lt;br /&gt;
Explosives can be thrown or set off in place, depending on the type of explosive device. Dynamite and hand grenades are examples of these weapons.&lt;br /&gt;
&lt;br /&gt;
All explosives must be detonated. Some, such as grenades, include built-in detonators. (Pulling the pin on a grenade is a free action.) Others require timers or other devices to set them off. Detonators are covered in Weapon Accessories.&lt;br /&gt;
&lt;br /&gt;
Explosives require no proficiency to use normally.&lt;br /&gt;
* Thrown Explosives&lt;br /&gt;
&lt;br /&gt;
Make a ranged attack against an unoccupied grid intersection (AC 5 plus range penalties.)&lt;br /&gt;
&lt;br /&gt;
**    Hit: Individuals in all adjacent squares are dealt damage.&lt;br /&gt;
**    Miss: First, roll 1d8 to determine the miss direction of the throw.&lt;br /&gt;
**    1 - Falls short (straight line towards the thrower).&lt;br /&gt;
**    2 through 8 - Count around the target individual or grid intersection in a clockwise direction.&lt;br /&gt;
&lt;br /&gt;
Then, count a number of squares in the indicated direction equal to the number of range increments thrown. The thrown object lands that number of spaces away from the target.&lt;br /&gt;
&lt;br /&gt;
Finally, the item deals damage to all individuals in the square it lands in and in all adjacent squares.&lt;br /&gt;
* Planted Explosives&lt;br /&gt;
&lt;br /&gt;
A planted explosive is set in place, with a timer or fuse determining when it goes off. No attack roll is necessary to plant an explosive; the explosive sits where it is placed until it is moved or goes off.&lt;br /&gt;
&lt;br /&gt;
When a planted explosive detonates, it deals its damage to all targets within the burst radius of the weapon. The targets may make Reflex saves (DC varies according to the explosive type) for half damage.&lt;br /&gt;
* Explosives Table&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039;: The damage dealt by the weapon.&lt;br /&gt;
&lt;br /&gt;
Burst Radius/Splash Damage: All individuals or objects within the burst radius take damage from the explosive.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage Type&#039;&#039;&#039;: Damage from explosives and splash weapons is classified according to type.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Critical&#039;&#039;&#039;: The threat range for a critical hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reflex DC&#039;&#039;&#039;: Any individual caught within the burst radius of an explosive may make a Reflex save against the DC given in this column for half damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Range Increment&#039;&#039;&#039;: If the weapon can be thrown, its range increment is shown in this column. Explosives with no range increment must be set in place before being detonated.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Size&#039;&#039;&#039;: A Small or smaller weapon is considered a light weapon. Medium-size or smaller weapon can be used one-handed or two-handed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weight&#039;&#039;&#039;: This column gives the weapon&#039;s weight.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cost&#039;&#039;&#039;: This is the purchase cost to acquire the weapon. This number reflects the base price and doesn&#039;t include any modifier for purchasing the weapon on the black market.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Grenades and Explosives&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Weapon &lt;br /&gt;
! Damage &lt;br /&gt;
! Critical &lt;br /&gt;
! Damage Type &lt;br /&gt;
! Burst Radius &lt;br /&gt;
! Reflex DC &lt;br /&gt;
! Range Increment &lt;br /&gt;
! Size &lt;br /&gt;
! Weight &lt;br /&gt;
! Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|40mm Fragmentation Grenade ||6d6 ||19-20 x4 ||Slashing ||10 ft. ||15 ||— ||Tiny ||1 lb. ||$650&lt;br /&gt;
|-&lt;br /&gt;
|C4/Semtex ||4d6 ||19-20 x4 ||Bludgeoning ||10 ft. ||18 ||— ||Small ||1 lb. ||$300&lt;br /&gt;
|-&lt;br /&gt;
|Det Cord ||2d6 ||20x4 ||Fire ||See text ||12 ||— ||Med ||2 lb. ||$100&lt;br /&gt;
|-&lt;br /&gt;
|Dynamite ||2d6 ||19-20/x4 ||Bludgeoning ||5 ft. ||15 ||10 ft. ||Tiny ||1 lb. ||$300&lt;br /&gt;
|-&lt;br /&gt;
|Fragmentation Grenade ||6d6 ||19-20/x4 ||Slashing ||20 ft. ||15 ||10 ft. ||Tiny ||1 lb. ||$575&lt;br /&gt;
|-&lt;br /&gt;
|Molotov Cocktail ||1d6/&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|1d4 Splash&lt;br /&gt;
|-&lt;br /&gt;
|||20 ||Fire ||5 ft ||12 ||10 ft ||Small ||1 lb ||$10&lt;br /&gt;
|-&lt;br /&gt;
|Smoke Grenade ||See text ||— ||— ||See text ||— ||10 ft. ||Small ||2 lb. ||$50&lt;br /&gt;
|-&lt;br /&gt;
|Tear gas Grenade ||See text ||— ||— ||See text ||— ||10 ft. ||Small ||2 lb. ||$300&lt;br /&gt;
|-&lt;br /&gt;
|Thermite Grenade ||8d6 ||19-20/x4 ||Fire ||5 ft. ||12 ||10 ft. ||Small ||2 lb. ||$850&lt;br /&gt;
|-&lt;br /&gt;
|White Phosphorus Grenade ||8d6 ||19-20 x4 ||Fire ||20 ft. ||12 ||10 ft. ||Small ||2 lb. ||$625&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Grenades and Explosives&lt;br /&gt;
&lt;br /&gt;
Many explosives require detonators, which are described in Weapon Accessories.&lt;br /&gt;
&lt;br /&gt;
No feat is required to use these thrown weapons.&lt;br /&gt;
* 40mm Fragmentation Grenade&lt;br /&gt;
&lt;br /&gt;
This small explosive device must be fired from a 40mm grenade launcher, such as the M79. It sprays shrapnel in all directions when it explodes.&lt;br /&gt;
&lt;br /&gt;
The cost given is for a box of 6 grenades.&lt;br /&gt;
* C4/Semtex&lt;br /&gt;
&lt;br /&gt;
So-called “plastic” explosives resemble slabs of wax and can take various shapes. The information on the table represents a 1-pound block. Additional blocks can be wired together, increasing the damage and burst radius; each additional block increases the damage by +2d6 and the burst radius by 2 feet and requires a Craft (explosives) check (DC 15) to link them.&lt;br /&gt;
&lt;br /&gt;
The cost given represents a package of 4 blocks.&lt;br /&gt;
&lt;br /&gt;
C4/Semtex requires a detonator to set off.&lt;br /&gt;
* Det Cord&lt;br /&gt;
&lt;br /&gt;
Det cord is an explosive in a rope-like form. Technically, det cord doesn&#039;t explode—but it burns so fast (4,000 yards per second) that it might as well be exploding. Normally used to string multiple explosive charges together for simultaneous detonation (allowing a single detonator to set them all off) det cord can also be looped around a tree or post or other object to cut it neatly in half.&lt;br /&gt;
&lt;br /&gt;
The information on the table represents a 50-foot length. A length of det cord can be spread out to pass through up to ten 5-foot squares. When this is the case, it deals the indicated damage to all individuals in each 5-foot square through which it passes.&lt;br /&gt;
&lt;br /&gt;
It can also be doubled up; for each additional 5 feet of cord within a single 5-foot square, increase the damage by +1d6.&lt;br /&gt;
&lt;br /&gt;
Det cord requires a detonator to set it off.&lt;br /&gt;
* Dynamite&lt;br /&gt;
&lt;br /&gt;
Perhaps one of the most common and straightforward explosives, dynamite is very stable under normal conditions. A stick of dynamite requires a fuse or detonator to set it off. Additional sticks can be set off at the same time if they are within the burst radius of the first stick, increasing the damage and burst radius of the explosion. Each additional stick increases the damage by +1d6 (maximum 10d6) and the burst radius by 5 feet (maximum 20 feet).&lt;br /&gt;
&lt;br /&gt;
It&#039;s possible to wire together several sticks of dynamite for even greater explosive effect. Doing so requires a Craft (explosives) (DC 10 + 1 per stick). If the character succeeds on the check, the damage or the burst radius of the explosion increases by 50% (the character&#039;s choice).&lt;br /&gt;
&lt;br /&gt;
Dynamite is sold in boxes of 12 sticks.&lt;br /&gt;
&lt;br /&gt;
To set off dynamite using a fuse, the fuse must first be lit, requiring a move action (and a lighter or other source of flame). The amount of time until the dynamite explodes depends on the length of the fuse—a fuse can be cut short enough for the dynamite to detonate in the same round (allowing it to be used much like a grenade) or long enough to take several minutes to detonate. Cutting the fuse to the appropriate length requires a move action.&lt;br /&gt;
* Fragmentation Grenade&lt;br /&gt;
&lt;br /&gt;
The most common military grenade, this is a small explosive device that sprays shrapnel in all directions when it explodes.&lt;br /&gt;
&lt;br /&gt;
The cost given is for a box of 6 grenades.&lt;br /&gt;
* Molotov Cocktail&lt;br /&gt;
&lt;br /&gt;
A Molotov cocktail is a flask containing a flammable liquid, plugged with a rag. A Molotov cocktail is easily made by hand with a Craft (explosives) DC 10 or Intelligence check DC 15.&lt;br /&gt;
&lt;br /&gt;
To use it, the rag must first be lit, requiring a move action (and a lighter or other source of flame). The cocktail detonates in 2 rounds or on impact with a solid object, whichever comes first.&lt;br /&gt;
&lt;br /&gt;
A target that takes a direct hit is dealt an additional 1d6 points of fire damage in the following round and risks catching on fire.&lt;br /&gt;
* Smoke Grenade&lt;br /&gt;
&lt;br /&gt;
On the round when it is thrown, a smoke grenade fills the four squares around it with smoke. On the following round, it fills all squares within 10 feet and on the third round it fills all squares within 15 feet. The smoke obscures all sight, including the darkvision ability granted by night vision goggles. Any individual within the area has total concealment. It disperses after 10 rounds, though a moderate wind (11+ mph) disperses the smoke in 4 rounds and a strong wind (21+ mph) disperses it in 1 round. Smoke grenades are available in several colors, including white, red, yellow, green and purple. As such, they can be used as signal devices.&lt;br /&gt;
&lt;br /&gt;
The cost given is for a box of 6 grenades.&lt;br /&gt;
* Tear Gas Grenade&lt;br /&gt;
&lt;br /&gt;
On the round that it is thrown, a tear gas grenade fills a 5-foot radius with a cloud of irritant that causes eyes to fill with tears. On the following round, it fills a 10-foot radius and on the third round it fills a 15-foot radius. It disperses after 10 rounds, though a moderate wind (11+ mph) disperses the smoke in 4 rounds and a strong wind (21+ mph) disperses it in 1 round.&lt;br /&gt;
&lt;br /&gt;
A character caught in a cloud of tear gas must make a Fortitude save (DC 15) or be nauseated. This effect lasts as long as the character is in the cloud and for 1d6 rounds after he or he leaves the cloud. A gas mask renders the target immune to the effects. A wet cloth held over the eyes, nose and mouth provides a +2 bonus on the Fortitude save.&lt;br /&gt;
&lt;br /&gt;
The cost given is for a box of 6 grenades.&lt;br /&gt;
* Thermite Grenade&lt;br /&gt;
&lt;br /&gt;
Thermite does not technically explode. Instead, it creates intense heat meant to burn or melt through an object upon which the grenade is set. Military forces use thermite grenades to quickly destroy key pieces of equipment.&lt;br /&gt;
&lt;br /&gt;
The cost given is for a box of 6 grenades.&lt;br /&gt;
* White Phosphorus Grenade&lt;br /&gt;
&lt;br /&gt;
White phosphorus grenades use an explosive charge to distribute burning phosphorus across the burst radius. Any target that takes damage from a White Phosphorus grenade is dealt an additional 2d6 points of fire damage in the following round and risks catching on fire.&lt;br /&gt;
&lt;br /&gt;
In addition, a WP grenade creates a cloud of smoke. Treat a white phosphorus grenade as a smoke grenade.&lt;br /&gt;
&lt;br /&gt;
The cost given is for a box of 6 grenades.&lt;br /&gt;
&lt;br /&gt;
== Melee Weapons ==&lt;br /&gt;
&lt;br /&gt;
Melee weapons are used in close combat and they are generally among the simplest types of weapons.&lt;br /&gt;
;Melee Weapons Table&lt;br /&gt;
&lt;br /&gt;
Melee weapons are described by a number of statistics, as shown on Table: Melee Weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039;: The damage the weapon deals on a successful hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Critical&#039;&#039;&#039;: The threat range for a critical hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage Type&#039;&#039;&#039;: Melee weapon damage is classified according to type: bludgeoning, energy, piercing and slashing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Range Increment&#039;&#039;&#039;: Melee weapons that are designed to be thrown can be used to make ranged attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Size&#039;&#039;&#039;: A Small or smaller weapon is considered a light weapon. It can be used one-handed and, as a light weapon, is easier to use in a character&#039;s off hand.&lt;br /&gt;
&lt;br /&gt;
A Medium-size or smaller weapon can be used one-handed or two-handed.&lt;br /&gt;
&lt;br /&gt;
A Large weapon requires two hands.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weight&#039;&#039;&#039;: This column gives the weapon&#039;s weight.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cost&#039;&#039;&#039;: This is the purchase cost to acquire the weapon.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Simple Melee Weapons&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Weapon &lt;br /&gt;
! Damage &lt;br /&gt;
! Critical &lt;br /&gt;
! Damage Type &lt;br /&gt;
! Range Increment &lt;br /&gt;
! Size &lt;br /&gt;
! Weight &lt;br /&gt;
! Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Cleaver ||1d6 ||19–20 ||Slashing ||10 ft. ||Small ||2 lb. ||$10&lt;br /&gt;
|-&lt;br /&gt;
|Knife ||1d4 ||19–20 ||Piercing ||10 ft. ||Tiny ||1 lb. ||$15&lt;br /&gt;
|-&lt;br /&gt;
|Metal Baton ||1d6 ||19–20 ||Bludgeoning ||— ||Med ||2 lb. ||$25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Exotic Melee Weapons&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Weapon &lt;br /&gt;
! Damage &lt;br /&gt;
! Critical &lt;br /&gt;
! Damage Type &lt;br /&gt;
! Range Increment &lt;br /&gt;
! Size &lt;br /&gt;
! Weight &lt;br /&gt;
! Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Chain saw ||3d6 ||18–20 x4 ||Slashing ||— ||Large ||10 lb. ||$150&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+No Feat Required Melee Weapons&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Weapon &lt;br /&gt;
! Damage &lt;br /&gt;
! Critical &lt;br /&gt;
! Damage Type &lt;br /&gt;
! Range Increment &lt;br /&gt;
! Size &lt;br /&gt;
! Weight &lt;br /&gt;
! Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Pistol Whip ||1d4 ||20 ||Bludgeoning ||— ||Small ||— ||—&lt;br /&gt;
|-&lt;br /&gt;
|Rifle Butt ||1d6 ||20 ||Bludgeoning ||— ||Large ||— ||—&lt;br /&gt;
|-&lt;br /&gt;
|Straight Razor ||1d3 ||18–20 ||Slashing ||— ||Tiny ||0.5 lb. ||$5&lt;br /&gt;
|-&lt;br /&gt;
|Stun Gun ||1d3 ||20 ||Electricity ||— ||Tiny ||1 lb. ||$40&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Simple Melee Weapons&lt;br /&gt;
&lt;br /&gt;
Generally inexpensive and light in weight, simple weapons get the job done nevertheless.&lt;br /&gt;
* Cleaver&lt;br /&gt;
&lt;br /&gt;
Heavy kitchen knives can be snatched up for use as weapons in homes and restaurants.&lt;br /&gt;
* Knife&lt;br /&gt;
&lt;br /&gt;
This category of weapon includes hunting knives, butterfly knives and switchblades.&lt;br /&gt;
* Metal Baton&lt;br /&gt;
&lt;br /&gt;
This weapon can be collapsed to reduce its size and increase its conceal-ability. Extending or collapsing the baton is a free action.&lt;br /&gt;
;Exotic Melee Weapons.&lt;br /&gt;
* Chain Saw&lt;br /&gt;
&lt;br /&gt;
Military and police units use powered saws to cut through fences and open doors rapidly.&lt;br /&gt;
;No Proficiency Required Melee Weapons&lt;br /&gt;
* Pistol Whip&lt;br /&gt;
&lt;br /&gt;
Using a Pistol as a melee weapon can deal greater damage than attacking unarmed.&lt;br /&gt;
* Rifle Butt&lt;br /&gt;
&lt;br /&gt;
The butt of a rifle can be used as an impromptu club.&lt;br /&gt;
* Straight Razor&lt;br /&gt;
&lt;br /&gt;
Favored by old-school organized crime “mechanics,” this item can still be found in some barbershops and shaving kits.&lt;br /&gt;
* Stun Gun&lt;br /&gt;
&lt;br /&gt;
Although the name suggests a ranged weapon, a stun gun requires physical contact to affect its target. The stun gun deals 1d3 points of electricity damage and the target must make a Fortitude saving throw (DC 15) or be paralyzed for 1d6 rounds.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Accessories&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Object &lt;br /&gt;
! Size &lt;br /&gt;
! Weight &lt;br /&gt;
! Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Box magazine ||Tiny ||0.5 lb. ||$5&lt;br /&gt;
|-&lt;br /&gt;
|Detonator, Blasting Cap ||Tiny ||0.5 lb. ||$20&lt;br /&gt;
|-&lt;br /&gt;
|Detonator, Radio Controlled ||Tiny ||0.5 lb. ||$40&lt;br /&gt;
|-&lt;br /&gt;
|Detonator, Timed ||Tiny ||0.5 lb. ||$30&lt;br /&gt;
|-&lt;br /&gt;
|Detonator, Wired ||Tiny ||1 lb. ||$20&lt;br /&gt;
|-&lt;br /&gt;
|Holster, Hip ||Tiny ||1 lb. ||$35&lt;br /&gt;
|-&lt;br /&gt;
|Holster, Concealed ||Tiny ||0.5 lb. ||$40&lt;br /&gt;
|-&lt;br /&gt;
|Illuminator ||Tiny ||0.5 lb. ||$85&lt;br /&gt;
|-&lt;br /&gt;
|Laser sight ||Tiny ||0.5 lb. ||$25&lt;br /&gt;
|-&lt;br /&gt;
|Scope, Standard ||Tiny ||0.5 lb. ||$70&lt;br /&gt;
|-&lt;br /&gt;
|Scope, Electro-Optical ||Small ||3 lb. ||$110&lt;br /&gt;
|-&lt;br /&gt;
|Speed loader ||Tiny ||0.5 lb. ||$25&lt;br /&gt;
|-&lt;br /&gt;
|Suppressor, Pistol ||Tiny ||1 lb. ||$250&lt;br /&gt;
|-&lt;br /&gt;
|Suppressor, Rifle ||Small ||4 lb. ||$400&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>99.91.0.249</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Weapons&amp;diff=1195</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Weapons&amp;diff=1195"/>
		<updated>2015-05-11T23:02:10Z</updated>

		<summary type="html">&lt;p&gt;99.91.0.249: /* Future Path Common Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Weapon Categories==&lt;br /&gt;
Weapons have multi stats that change how effective they are in different engagements. &lt;br /&gt;
&lt;br /&gt;
There are 3 categories of weapons in Future Path:&lt;br /&gt;
#Archaic&lt;br /&gt;
#Simple&lt;br /&gt;
#Exotic&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Archaic&#039;&#039;&#039;: is anything that is so old is it never really used unless by people who love to mess with old type of stuff. For example the bow/arrow. And old style projectile weapon that appears simple at first glance but is actually difficult to master. &lt;br /&gt;
** Arcane weapons require the Arcane Weapon Proficiency Feat or you take a -4 and cannot use Ability/Affinity bonuses for hit checks.&lt;br /&gt;
* &#039;&#039;&#039;Simple&#039;&#039;&#039;: weapons are weapons that are common place for your Character. They usual follow a standard and design and are intuitive too use. For example a pistol or rifle. Both still require time to master but the basic principle of handle/trigger/end with hole point toward bad guy concept is common knowledge. &lt;br /&gt;
**Simple weapons require not feat to use without penalty however you still cannot apply Affinity bonus to a weapon you do not have a proficiency with.&lt;br /&gt;
* &#039;&#039;&#039;Exotic&#039;&#039;&#039;: are weapons that are notorious to get use too. They do not necessarily follow the simple model that most weapons follow and/or they have uniq properties that make it less intuitive too use. The Flamethrower or Grenade Launcher are examples. Perhaps a Portal Gun as well.&lt;br /&gt;
** Exotic weapons like Arcane weapons require the Exotic Weapon Proficiency Feat or you take a -4 and cannot use Ability/Affinity Bonuses for hit checks.&lt;br /&gt;
&lt;br /&gt;
==Future Path Common Weapons==&lt;br /&gt;
In Future Path the common weapons of choice are usually a ranged weapon. There are six different primary types of Range Weapons with tech levels of 1-4 and each type has a dice commonly associated with it.&lt;br /&gt;
&lt;br /&gt;
*Weapon Type: Weapon Dice(Damage)&lt;br /&gt;
#Archaic Range weapons: 1d4/1d6&lt;br /&gt;
#Handguns: 1d6&lt;br /&gt;
#Sub-Machine Guns: 1d8&lt;br /&gt;
#Manual Rifles: 2x1d4&lt;br /&gt;
#Shotguns: 1d10 &lt;br /&gt;
#Automatic Rifles: 1d12&lt;br /&gt;
#Machine Guns: 2x1d6&lt;br /&gt;
&lt;br /&gt;
The Weapon Dice are just a &#039;rule of thumb&#039; and there are exceptions from time to time. &lt;br /&gt;
&lt;br /&gt;
Besides Ranged weapons there are also Melee weapons. Everything from an old style sword to a lazer blade/light saber. &lt;br /&gt;
&lt;br /&gt;
Melee weapons have two sub-categorizes. One Handed, Two Handed Melee Weapons.&lt;br /&gt;
&lt;br /&gt;
==Weapon Technology==&lt;br /&gt;
Weapons evolve with technology and at different tech levels will have adjustments to their stats. Weapons have a tech level.  0 - 4. All 0 tech level weapons are considered Arcane. If you handle a weapon of a hirer tech level then your character you cannot apply your affinity bonus to use it until you increase your tech skill to that level. Weapons of higher tech level gain additional features but do not necessary increase the hit die unless specified. Here are some common attributes higher tech level weapons will see increased.&lt;br /&gt;
* Accuracy (Bonus to hit)&lt;br /&gt;
* Base damage (A built in bonus to damage IE: +1 damge after roll) &lt;br /&gt;
* DR priecing (Can remove some of the DR that Armor can provide)&lt;br /&gt;
* Weight, capacity of ammunition, range&lt;br /&gt;
&lt;br /&gt;
Most people think that a better weapon implies more damage. But if the rules of combat are followed correctly players will have to be dealing with Range and amo issues. And out side of combat they may have to deal with the weight of their weapons interfering with their ability to carry of equipment/resources/loot. A light weight high capacity firearm that also happens to have excellent range is hard to come by. More advance civilizations will be concerned with these matters more then simply &#039;does it do more damage?&#039;. This doesn&#039;t mean there cannot be weapons that do extreme amounts of damage but most are restricted to robots/space ships/tanks and alike.&lt;br /&gt;
&lt;br /&gt;
== Weapon Attributes ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Capacity&#039;&#039;&#039;&lt;br /&gt;
A firearm&#039;s capacity is the number of shots it can hold at one time. When making a full-attack action, you may fire a firearm as many times in a round as you have attacks, up to this limit, unless you can reload the weapon as a swift or free action while making a full-attack action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Loading a Firearm&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You need at least one hand free to load one-handed and two-handed firearms. In the case of two-handed firearms, you hold the weapon in one hand and load it with the other—you only need to hold it in two hands to aim and shoot the firearm.&lt;br /&gt;
&lt;br /&gt;
The Rapid Reload feat reduces the time required to load one-handed and two-handed firearms.&lt;br /&gt;
&lt;br /&gt;
Loading any firearm provokes attacks of opportunity.&lt;br /&gt;
&lt;br /&gt;
Advanced firearms that are chamber (Cylinder or Internal) loaded use a move action to load a one-handed or a two-handed advanced firearm to its full capacity.&lt;br /&gt;
&lt;br /&gt;
Reloading a firearm with an already filled box magazine or speed loader is a swift action.&lt;br /&gt;
&lt;br /&gt;
These reloading actions are move actions: refilling a box magazine or speed-loader, reloading a revolver without a speed-loader, or reloading any internal magazine.&lt;br /&gt;
&lt;br /&gt;
Loading a belt of linked ammunition is an immediate action. Linking two belts together is a swift action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kick&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Many modern firearms have a powerful kick after being shot. This can interfere with your aim. If a firearm has a damage bonus that is greater than your strength bonus, you subtract the difference from your attack roll.&lt;br /&gt;
&lt;br /&gt;
If a firearm has a tripod, you subtract reduce this penalty by [1] in the attack modifier.&lt;br /&gt;
&lt;br /&gt;
If a firearm is mounted, you subtract reduce this penalty by [2] in the attack modifier.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Misfires&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All modern firearms misfire on a natural roll of 1 and that shot misses, even if you would have otherwise hit the target. When a firearm misfires, it gains the broken condition, suffering the normal penalties and its misfire value increases by 4.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Range and Penetration&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Advanced firearms resolve their attacks against touch AC when the target is within the first five range increments, but this type of attack is not considered a touch attack for the purposes of feats such as Deadly Aim. At higher range increments, the attack resolves normally, including taking the normal cumulative –2 penalty for each full-range increment. Advanced firearms have a maximum range of 10 range increments.&lt;br /&gt;
== Firearm Ammunition ==&lt;br /&gt;
&lt;br /&gt;
Ammunition for firearms and other ranged weapons is covered below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Ammunition Type (Quantity) &lt;br /&gt;
! Cost &lt;br /&gt;
! Damage Modifier&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|5.56mm (20) ||$7.50 ||+0&lt;br /&gt;
|-&lt;br /&gt;
|7.62mm (20) ||$7.50 ||+1&lt;br /&gt;
|-&lt;br /&gt;
|7.62mmR (20) ||$7.50 ||+1&lt;br /&gt;
|-&lt;br /&gt;
|.444 caliber (20) ||$15 ||+2&lt;br /&gt;
|-&lt;br /&gt;
|.50 caliber (20) ||$15 ||+3&lt;br /&gt;
|-&lt;br /&gt;
|9mm (50) ||$10 ||+2&lt;br /&gt;
|-&lt;br /&gt;
|10mm (50) ||$10 ||+3&lt;br /&gt;
|-&lt;br /&gt;
|.22 caliber (50) ||$7.50 ||+0&lt;br /&gt;
|-&lt;br /&gt;
|.32 caliber (50) ||$20 ||+0&lt;br /&gt;
|-&lt;br /&gt;
|.38 special (50) ||$20 ||+1&lt;br /&gt;
|-&lt;br /&gt;
|.357 caliber (50) ||$20 ||+1&lt;br /&gt;
|-&lt;br /&gt;
|.44 caliber (50) ||$20 ||+2&lt;br /&gt;
|-&lt;br /&gt;
|.45 caliber (50) ||$20 ||+2&lt;br /&gt;
|-&lt;br /&gt;
|.50AE caliber (50) ||$20 ||+3&lt;br /&gt;
|-&lt;br /&gt;
|10-gauge buckshot (10) ||$20 ||+3&lt;br /&gt;
|-&lt;br /&gt;
|12-gauge buckshot (10) ||$20 ||+2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Purchase Notes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;5.56mm, 7.62mm, 7.62mmR, .444, .50&lt;br /&gt;
&lt;br /&gt;
:These calibers of ammunition are generally used in rifles, assault rifles, or machine guns and are sold in boxes of 20 rounds each.&lt;br /&gt;
&lt;br /&gt;
;9mm, 10mm, .22, .32, .38 S, .357, .44, .45, .50AE&lt;br /&gt;
&lt;br /&gt;
:These calibers are generally used in pistols or submachine guns and are sold in boxes of 50 rounds each.&lt;br /&gt;
&lt;br /&gt;
;10-gauge Buckshot, 12-gauge Buckshot &lt;br /&gt;
&lt;br /&gt;
Shotgun shells are sold in boxes of ten.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Ammunition&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A special, Magnum, or AE ammunition round will increase the critical threat range by one.&lt;br /&gt;
== Firearm Types ==&lt;br /&gt;
&#039;&#039;&#039;Handguns&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Handguns can be broken down into three smaller groups: autoloaders, revolvers and machine pistols.&lt;br /&gt;
&lt;br /&gt;
Autoloaders (sometimes called “automatics”) feature removable box magazines and some models hold quite a lot of ammunition.&lt;br /&gt;
&lt;br /&gt;
Revolvers are relatively simple firearms that store several rounds (usually six) in a revolving cylinder&lt;br /&gt;
&lt;br /&gt;
Machine pistols are automatic weapons small enough to be fired with one hand.&lt;br /&gt;
&lt;br /&gt;
Handguns can be broken down into two smaller groups - revolvers and autoloaders.&lt;br /&gt;
&lt;br /&gt;
Revolvers are relatively simple firearms that store several rounds (usually six) in a revolving cylinder&lt;br /&gt;
&lt;br /&gt;
Autoloaders (frequently called “automatics”) feature removable box magazines and some models hold quite a lot of ammunition. While most autoloaders are semi-automatic, firing one round for each pull of the trigger, some specialty models exist which are capable of Autofire. These are referred to as Machine Pistols&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Longarms&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Longarms are personal firearms that require two hands to be fired without penalty. If fired with only one hand, there is a -4 to attack. This group includes hunting and sniping rifles, assault rifles and most submachine guns.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Machine Guns&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Machine guns are belt-fed weapons that typically fire rifle cartridges or light cannon rounds. Lighter guns are frequently carried by dismounted troops and fired from a bipod or occasionally a tripod, while heavier machine guns are found on either a tripod or a vehicle mount. Most are only capable of autofire, with a few examples (such as the German MG-34, MG-42and MG-3) being capable of single-shot firing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shotguns&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Shotguns are large-bore weapons that have the Scatter Weapon Quality.&lt;br /&gt;
&lt;br /&gt;
If a slug is used to attack then increase the critical hit modifier to x4. Slugs can only target one individual.&lt;br /&gt;
&lt;br /&gt;
If pellets are used, the shot gun fires in a cone (15&#039;). All individuals within the cone are targets and each must be rolled separately, with a modifier of -2. In addition, targets are unable to use any concealment abilities. This will affect all targets within the cone, each with a -2 to hit.&lt;br /&gt;
 &lt;br /&gt;
== Firearm Rate of Fire ==&lt;br /&gt;
&#039;&#039;&#039;Single Shot&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is a single shot per each attack granted by the PC&#039;s Base Attack Bonus.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Semi-Automatic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is a full-attack action, you can fire one additional time this round. All of your attack rolls take a –2 penalty when using semi-automatic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Burst Fire&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As a standard action, the character fires 3 – 10 rounds. On a successful attack, the first round will hit and for every 5 points above the target&#039;s Armor Class, the character gains an additional hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Automatic Fire&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Automatic is a full round action and a character can fire in a cone (see below). All individuals within the cone (30&#039;) are targets and each must be rolled separately, with a modifier of -4. In addition, targets are unable to use any concealment abilities.&lt;br /&gt;
&lt;br /&gt;
Machine guns only have autofire settings and can&#039;t normally fire single shots. These weapons can fire as cone (60&#039;) attack, each with a -4 to hit.&lt;br /&gt;
&lt;br /&gt;
If there is only one target aimed at, as a full round action on a successful attack, the first round will hit and for every 5 points above the targets Armor Class the character gains an additional hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: A critical hit or sneak attack damage is only applied to the first bullet-strike, regardless of how many rounds end up hitting the target.&lt;br /&gt;
&lt;br /&gt;
More information on firearms can be found in The Pathfinder Role Playing Game: Ultimate Combat and for enhanced rules see; Super Genius Games: Anachronistic Adventurers: The Enforcer.&lt;br /&gt;
&lt;br /&gt;
== Ranged Weapons Table ==&lt;br /&gt;
&lt;br /&gt;
Ranged weapons are described by a number of statistics, as shown on Table: Ranged Weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039;: The damage the weapon deals on a successful hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Critical&#039;&#039;&#039;: The threat range for a critical hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage Type&#039;&#039;&#039;: Ranged weapon damage is classified as Piercing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Modern firearm attacks are against the target&#039;s touch AC for the first 5 range increments and have a full 10 range increments.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rate of Fire&#039;&#039;&#039;: How many rounds the firearm fires per round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Capacity&#039;&#039;&#039;: The weapon&#039;s magazine capacity and type are given in this column.&lt;br /&gt;
&lt;br /&gt;
* Box: A box magazine is any type of magazine that can be removed and reloaded separately from the weapon.&lt;br /&gt;
&lt;br /&gt;
* Cylinder: A revolver keeps its ammunition in a cylinder.&lt;br /&gt;
&lt;br /&gt;
* Internal: Some weapons keep their ammunition in an internal space, which must be loaded by hand.&lt;br /&gt;
&lt;br /&gt;
* Belt Feed: Machine guns use linked ammunition.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Size&#039;&#039;&#039;: A Small or smaller weapon is considered a light weapon. A Medium-size or smaller weapon can be used one-handed or two-handed. A Large weapon requires two hands. A Huge weapon requires two hands and a bipod or other mount.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weight&#039;&#039;&#039;: This column gives the weapon&#039;s weight when fully loaded.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cost&#039;&#039;&#039;: This is the purchase cost to acquire the weapon.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+No Proficiency Required - Ranged&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Weapon &lt;br /&gt;
! Damage &lt;br /&gt;
! Critical &lt;br /&gt;
! Damage Type &lt;br /&gt;
! Range Increment &lt;br /&gt;
! Rate of Fire &lt;br /&gt;
! Cap &lt;br /&gt;
! Size &lt;br /&gt;
! Wt &lt;br /&gt;
! Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Pepper spray ||Special ||— ||Special ||5 ft. ||1 ||1 int. ||Tiny ||0.5 lb. ||$10&lt;br /&gt;
|-&lt;br /&gt;
|Taser ||1d4 ||— ||Electricity ||5 ft. ||1 ||1 int. ||Small ||2 lb. ||$50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Simple Weapons&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Weapon &lt;br /&gt;
! Damage &lt;br /&gt;
! Critical &lt;br /&gt;
! Damage Type &lt;br /&gt;
! Range Increment &lt;br /&gt;
! Rate &lt;br /&gt;
! Cap &lt;br /&gt;
! Size &lt;br /&gt;
! Wt &lt;br /&gt;
! Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Benelli 121 M1&lt;br /&gt;
|-&lt;br /&gt;
|12-gague Shotgun ||2d8+2 ||19-20 x2 ||P ||40 ft. ||S ||7 int ||Large ||8 lb. ||$500&lt;br /&gt;
|-&lt;br /&gt;
|Beretta 92F&lt;br /&gt;
|-&lt;br /&gt;
|9mm Autoloader ||2d6+2 ||x4 ||P ||40 ft. ||S ||15 box ||Small ||3 lb. ||$450&lt;br /&gt;
|-&lt;br /&gt;
|Beretta M3P&lt;br /&gt;
|-&lt;br /&gt;
|12-gauge Shotgun ||2d8+2 ||19-20 x2 ||P ||30 ft. ||S ||5 box ||Large ||9 lb ||$650&lt;br /&gt;
|-&lt;br /&gt;
|Browning BPS&lt;br /&gt;
|-&lt;br /&gt;
|10-gauge Shotgun ||2d10 +3 ||19-20 x2 ||P ||30 ft ||Single ||5 int. ||Large ||11 lb. ||$700&lt;br /&gt;
|-&lt;br /&gt;
|Colt Double Eagle 10 mm Autoloader ||2d6+3 ||x4 ||P ||30 ft. ||S ||9 box ||Small ||3 lb. ||$750&lt;br /&gt;
|-&lt;br /&gt;
|Colt M1&lt;br /&gt;
|-&lt;br /&gt;
|.45 Autoloader ||2d6+2 ||x4 ||P ||30 ft. ||S ||7 box ||Small ||3 lb. ||$700&lt;br /&gt;
|-&lt;br /&gt;
|Colt Python&lt;br /&gt;
|-&lt;br /&gt;
|.357 Revolver ||2d6+1 ||x4 ||P ||40 ft. ||S ||6 cyl. ||Med ||3 lb. ||$700&lt;br /&gt;
|-&lt;br /&gt;
|Compound Bow ||2d8 ||20 ||P ||40 ft. ||1 ||— ||Large ||3 lb. ||$150&lt;br /&gt;
|-&lt;br /&gt;
|Derringer .45 ||2d6+2 ||x4 ||P ||10 ft. ||Single ||2 int. ||Tiny ||1 lb. ||$500&lt;br /&gt;
|-&lt;br /&gt;
|Desert Eagle&lt;br /&gt;
|-&lt;br /&gt;
|.50AE Autoloader ||2d8+3 ||x4 ||P ||40 ft. ||S ||8 box ||Med ||4 lb. ||$1,500&lt;br /&gt;
|-&lt;br /&gt;
|Gloc.&lt;br /&gt;
|-&lt;br /&gt;
|9mm Autoloader ||2d6+2 ||x4 ||P ||30 ft. ||S ||17 box ||Small ||2 lb. ||$500&lt;br /&gt;
|-&lt;br /&gt;
|Gloc.&lt;br /&gt;
|-&lt;br /&gt;
|10mm Autoloader ||2d6+3 ||x4 ||P ||40 ft. ||S ||15 box ||Small ||3 lb. ||$600&lt;br /&gt;
|-&lt;br /&gt;
|Mossberg&lt;br /&gt;
|-&lt;br /&gt;
|12-gauge Shotgun ||2d8+2 ||x2 ||P ||30 ft. ||Single ||6 int. ||Large ||7 lb. ||$350&lt;br /&gt;
|-&lt;br /&gt;
|Pathfinder&lt;br /&gt;
|-&lt;br /&gt;
|.22 Revolver ||2d4 ||20 x4 ||P ||20 ft. ||S ||6 cyl. ||Tiny ||1 lb. ||$475&lt;br /&gt;
|-&lt;br /&gt;
|Remington 700 7.62mm Hunting Rifle ||2d10+1 ||x4 ||P ||300 ft. ||Single ||5 int. ||Large ||8 lb. ||$900&lt;br /&gt;
|-&lt;br /&gt;
|Ruger Service-Six .38S Revolver ||2d6+1 ||x4 ||P ||30 ft. ||S ||6 cyl. ||Small ||2 lbs ||$500&lt;br /&gt;
|-&lt;br /&gt;
|S&amp;amp;W M29&lt;br /&gt;
|-&lt;br /&gt;
|.44 Magnum Revolver ||2d8+2 ||x4 ||P ||30 ft. ||S ||6 cyl. ||Med ||3 lb. ||$850&lt;br /&gt;
|-&lt;br /&gt;
|Sawed-off&lt;br /&gt;
|-&lt;br /&gt;
|12-ga Shotgun ||2d8+3 ||19-20 x2 ||P ||10 ft. ||S ||2 int. ||Med ||4 lb. ||$575&lt;br /&gt;
|-&lt;br /&gt;
|SITES M9&lt;br /&gt;
|-&lt;br /&gt;
|9mm Autoloader ||2d6+2 ||x4 ||P ||30 ft. ||S ||8 box ||Tiny ||2 lb. ||$500&lt;br /&gt;
|-&lt;br /&gt;
|Walther PPK&lt;br /&gt;
|-&lt;br /&gt;
|.32 Autoloader ||2d4 ||x4 ||P ||10 ft. ||S ||7 box ||Small ||1 lb. ||$500&lt;br /&gt;
|-&lt;br /&gt;
|Winchester ||2d10+1 ||x4 ||P ||300 ft. ||Single ||6 int. ||Large ||7 lb. ||$575&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Martial Ranged Weapons&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Weapon &lt;br /&gt;
! Damage &lt;br /&gt;
! Critical &lt;br /&gt;
! Damage Type &lt;br /&gt;
! Range Increment &lt;br /&gt;
! Rate of Fire &lt;br /&gt;
! Cap &lt;br /&gt;
! Size &lt;br /&gt;
! Wt &lt;br /&gt;
! Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|AKM/AK-47 7.62x39mm&lt;br /&gt;
|-&lt;br /&gt;
|Assault Rifle ||2d8+1 ||19-20 x4 ||P ||70 ft. ||S, A ||30 box ||Large ||10 lb. ||$575&lt;br /&gt;
|-&lt;br /&gt;
|Barrett Light Fifty&lt;br /&gt;
|-&lt;br /&gt;
|.50 Sniper Rifle ||2d12+3 ||19-20 x4 ||P ||600 ft. ||S ||11 box ||Huge ||35 lb. ||$8,000&lt;br /&gt;
|-&lt;br /&gt;
|Beretta 93R&lt;br /&gt;
|-&lt;br /&gt;
|9mm Machine Pistol ||2d6+2 ||19-20 x4 ||P ||30 ft. ||S,A ||20 box ||Med ||3 lb. ||$825&lt;br /&gt;
|-&lt;br /&gt;
|HK G3&lt;br /&gt;
|-&lt;br /&gt;
|7.62mm Assault Rifle ||2d10+1 ||19-20 x4 ||P ||300 ft. ||S, A ||20 box ||Large ||11 lb. ||$925&lt;br /&gt;
|-&lt;br /&gt;
|HK MP5 9mm ||2d6+2 ||19-20 x4 ||P ||50 ft. ||S,B, A ||30 box ||Large ||7 lb. ||$1,000&lt;br /&gt;
|-&lt;br /&gt;
|HK MP5K&lt;br /&gt;
|-&lt;br /&gt;
|9mm Submachine Gun ||2d6+2 ||19-20 x4 ||P ||40 ft. ||S, B,A ||15 box ||Med ||5 lb. ||$925&lt;br /&gt;
|-&lt;br /&gt;
|HK PSG1&lt;br /&gt;
|-&lt;br /&gt;
|7.62mm Sniper Rifle ||2d10+1 ||19-20 x4 ||P ||300 ft. ||S ||5 box ||Large ||16 lb. ||$9,000&lt;br /&gt;
|-&lt;br /&gt;
|M16&lt;br /&gt;
|-&lt;br /&gt;
|5.56mm Assault Rifle ||2d8 ||19-20 x4 ||P ||100 ft. ||S, B or A ||30 box ||Large ||8 lb. ||$650&lt;br /&gt;
|-&lt;br /&gt;
|M4 Carbine&lt;br /&gt;
|-&lt;br /&gt;
|5.56mm Assault Rifle ||2d8 ||19-20 x4 ||P ||100 ft. ||S,,B,A ||30 box ||Large ||7 lb. ||$650&lt;br /&gt;
|-&lt;br /&gt;
|M-60&lt;br /&gt;
|-&lt;br /&gt;
|7.62 Machine Gun ||2d10+1 ||19-20 x4 ||P ||300 ft. ||A ||belt feed ||Huge ||22 lb. ||$15,000&lt;br /&gt;
|-&lt;br /&gt;
|MAC Ingram M10&lt;br /&gt;
|-&lt;br /&gt;
|.45 Machine Pistol ||2d6+2 ||19-20 x4 ||P ||40 ft. ||S, A ||30 box ||Med ||6 lb. ||$575&lt;br /&gt;
|-&lt;br /&gt;
|Skorpion&lt;br /&gt;
|-&lt;br /&gt;
|.32 Machine Pistol ||2d4 ||19-20 x4 ||P ||40 ft. ||S, A ||20 box ||Med ||4 lb. ||$750&lt;br /&gt;
|-&lt;br /&gt;
|Steyr AUG&lt;br /&gt;
|-&lt;br /&gt;
|5.56mm Assault Rifle ||2d8 ||19-20&lt;br /&gt;
|-&lt;br /&gt;
|X4 ||P ||150 ft. ||S,B, A ||30 box ||Large ||9 lb ||$925&lt;br /&gt;
|-&lt;br /&gt;
|TEC-9&lt;br /&gt;
|-&lt;br /&gt;
|9mm Machine Pistol ||2d6+2 ||19-20 x4 ||P ||40 ft. ||S, A ||32 box ||Med ||4 lb. ||$475&lt;br /&gt;
|-&lt;br /&gt;
|Uzi&lt;br /&gt;
|-&lt;br /&gt;
|9mm Submachine Gun ||2d6+2 ||19-20 x4 ||P ||40 ft. ||S, A ||20 box ||Large ||8 lb. ||$825&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Exotic Ranged Weapons&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Weapon &lt;br /&gt;
! Damage &lt;br /&gt;
! Critical &lt;br /&gt;
! Damage Type &lt;br /&gt;
! Range Increment &lt;br /&gt;
! Rate of Fire &lt;br /&gt;
! Cap &lt;br /&gt;
! Size &lt;br /&gt;
! Wt &lt;br /&gt;
! Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Flamethrower ||3d6 ||x4 ||Fire ||— ||1 ||10 int. ||Large ||50 lb. ||$750&lt;br /&gt;
|-&lt;br /&gt;
|M2HB&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Machine Gun ||1d12+3 ||19-20 x4 ||P ||200 ft. ||A ||belt feed ||Huge ||75 lb ||$17,000&lt;br /&gt;
|-&lt;br /&gt;
|M72A3 LAW&lt;br /&gt;
|-&lt;br /&gt;
|Rocket Launcher ||10d6 ||19-20 x4 ||— ||150 ft. ||1 ||1 int. ||Large ||5 lb. ||$575&lt;br /&gt;
|-&lt;br /&gt;
|M79&lt;br /&gt;
|-&lt;br /&gt;
|Grenade Launcher ||Varies ||— ||— ||70 ft. ||1 ||1 int. ||Large ||7 lb. ||$475&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Weapon Descriptions ==&lt;br /&gt;
;No Proficiency Required - Ranged&lt;br /&gt;
&lt;br /&gt;
Ranged weapons that are not firearms, there is no proficiency feat required to use these weapons.&lt;br /&gt;
* Pepper Spray&lt;br /&gt;
&lt;br /&gt;
A chemical irritant that can temporarily blind a target, pepper spray comes in a single-shot container. To use it, make a ranged touch attack against the target. The target must make a Fortitude saving throw (DC 15) or be blinded for 1d4 rounds. This has a max-range of 20 feet for the small canisters and 50 feet for large canisters.&lt;br /&gt;
* Taser&lt;br /&gt;
&lt;br /&gt;
On a successful hit, the darts deal 1d4 points of electrical damage and the target must make a Fortitude saving throw (DC 15) or be paralyzed for 1d6 rounds.&lt;br /&gt;
&lt;br /&gt;
;Simple Ranged Weapons&lt;br /&gt;
* Benelli 121 M1&lt;br /&gt;
&lt;br /&gt;
The Benelli 121 M1 semiautomatic shotgun is reliable, simple and sturdy.&lt;br /&gt;
* Beretta 92F&lt;br /&gt;
&lt;br /&gt;
The standard service Pistol of the United States military&lt;br /&gt;
* Beretta M3P&lt;br /&gt;
&lt;br /&gt;
Designed for police and security work, the M3P can fire either single shots or on semiautomatic. The 12-gauge shotgun M3P comes equipped with a tubular steel stock that folds over the top of the weapon to form a carrying handle and its ammunition feeds from a box magazine—an uncommon feature in a shotgun.&lt;br /&gt;
* Browning BPS&lt;br /&gt;
&lt;br /&gt;
This heavy shotgun fires the largest shotgun round available, the 10-gauge hell.&lt;br /&gt;
* Colt Double Eagle&lt;br /&gt;
&lt;br /&gt;
Based on the M1911 mechanism, this pistol is an updated civilian version that fires a 10mm round.&lt;br /&gt;
* Colt M1911&lt;br /&gt;
&lt;br /&gt;
This .45 semiautomatic pistol was used by the United States military for decades.&lt;br /&gt;
* Colt Python&lt;br /&gt;
&lt;br /&gt;
The Python has a well-deserved reputation for accuracy. Due to its high quality of manufacture, the Colt Python is always considered a mastercraft weapon. As such, it grants a +1 bonus on attack rolls.&lt;br /&gt;
* Compound Bow&lt;br /&gt;
&lt;br /&gt;
Bow hunting remains a popular sport in North America. A character&#039;s strength modifier applies to damage rolls made when using this weapon.&lt;br /&gt;
* Derringer&lt;br /&gt;
&lt;br /&gt;
This Pistol breaks open at the breech like a double-barreled shotgun. The two-shot weapon has one barrel atop the other and is barely 5 inches long, making it easy to conceal. Derringers can also be found in any pistol caliber.&lt;br /&gt;
* Desert Eagle&lt;br /&gt;
&lt;br /&gt;
Manufactured by Israeli Military Industries, the Desert Eagle is the king of large-frame, heavy-caliber autoloaders. This version fires the massive .50 Action Express round. The Desert Eagle also comes in .357 Magnum and .44 Magnum models.&lt;br /&gt;
* Glock 17&lt;br /&gt;
&lt;br /&gt;
The Glock is typical of 9mm self-loading pistols carried by many police officers and military personnel. Due to its high quality of manufacture, the Glock 17 is always considered a mastercraft weapon. As such, it grants a +1 bonus on attack rolls.&lt;br /&gt;
* Glock 20&lt;br /&gt;
&lt;br /&gt;
This slightly larger version of the Glock 17 is chambered for the slightly more powerful 10mm round.&lt;br /&gt;
&lt;br /&gt;
Due to its high quality of manufacture, the Glock 20 is always considered a mastercraft weapon. As such, it grants a +1 bonus on attack rolls.&lt;br /&gt;
* Mossberg&lt;br /&gt;
&lt;br /&gt;
The Mossberg Model 500 ATP6C is a pump-action shotgun designed for military and police work.&lt;br /&gt;
* Pathfinder&lt;br /&gt;
&lt;br /&gt;
The Pathfinder is a high-quality weapon used as a concealed backup weapon by police officers or for personal defense. The Pathfinder is typical of a number of short-barreled (3 inches) small-caliber revolvers.&lt;br /&gt;
* Remington 700&lt;br /&gt;
&lt;br /&gt;
A bolt-action rifle with a reputation for accuracy, the Remington 700 has been popular with hunters and target shooters since its introduction in the 1940s.&lt;br /&gt;
* Ruger Service-Six&lt;br /&gt;
&lt;br /&gt;
This revolver, designed specifically for police use, fires the .38 Special rounds.&lt;br /&gt;
* S&amp;amp;W M29&lt;br /&gt;
&lt;br /&gt;
The Smith &amp;amp; Wesson Model 29 .44 Magnum revolver fires one of the most powerful Pistol cartridges in the world. The M29 is known for its deafening sound, bright muzzle flash and powerful recoil.&lt;br /&gt;
* Sawed-Off Shotgun&lt;br /&gt;
&lt;br /&gt;
This is a 12-gauge, double-barreled shotgun with the stock and barrels sawed short. All that&#039;s left of the stock is a Pistol grip and the barrels are roughly 12 inches long. If this weapon is fully-loaded, a character can fire both barrels at once. The character receives a –2 penalty on the attack but deals +1 to damage with a successful hit. Attacking this way uses both shotgun shells.&lt;br /&gt;
* SITES M9 Resolver&lt;br /&gt;
&lt;br /&gt;
The compact SITES weapon is very narrow, making it easy to conceal.&lt;br /&gt;
* Walther PPK&lt;br /&gt;
&lt;br /&gt;
The PPK is a small, simple and reliable autoloader with a design that dates back to the 1930s. It remains in widespread service among European police, military and government agencies.&lt;br /&gt;
* Winchester 94&lt;br /&gt;
&lt;br /&gt;
The Winchester Model 94 Big Bore is a lever-action rifle typical of big-bore hunting rifles found around the world.&lt;br /&gt;
;Martial Ranged Weapons&lt;br /&gt;
* AKM/AK-47&lt;br /&gt;
&lt;br /&gt;
This assault rifle of the old Soviet Union is one of the most popular firearms in the world, having found common use in scores of bush wars and insurrections—on all sides of such conflicts.&lt;br /&gt;
&lt;br /&gt;
The AKM is a slightly more modern version of the AK-47, but functions essentially the same.&lt;br /&gt;
* Barrett Light Fifty&lt;br /&gt;
&lt;br /&gt;
The heavy but rugged Light Fifty is an incredibly powerful weapon for its size. Although it&#039;s a sniper rifle, it fires a .50-caliber machine gun round, a round much more powerful than any other rifle ammunition. Note: Technically classed as an “anti-material rifle” rather than a “sniper rifle,” thus the use of a machine gun round rather than a standard rifle round.&lt;br /&gt;
* Beretta 93R&lt;br /&gt;
&lt;br /&gt;
This close relative of the Beretta 92F looks like a large autoloader but can fire on automatic. It sports a fold-down grip in front of the trigger guard, an extendable steel shoulder stock that is attached to the butt of the Pistol and an extended magazine.&lt;br /&gt;
&lt;br /&gt;
This weapon features a three-round burst setting.&lt;br /&gt;
* HK G3&lt;br /&gt;
&lt;br /&gt;
The G3 fires the powerful 7.62 mm cartridge, a round used in many light machine guns but increasingly uncommon in assault rifles. At one time, over sixty of the world&#039;s armies used this rifle.&lt;br /&gt;
* HK MP5&lt;br /&gt;
&lt;br /&gt;
The Heckler &amp;amp; Koch MP5 family of weapons is among the most recognizable in the world. Many different designs exist; described here is the most basic model.&lt;br /&gt;
&lt;br /&gt;
Due to its high quality of manufacture, the MP5 is always considered a mastercraft weapon. As such, it grants a +1 bonus on attack rolls.&lt;br /&gt;
&lt;br /&gt;
This weapon features a three-round burst setting.&lt;br /&gt;
* HK MP5K&lt;br /&gt;
&lt;br /&gt;
A radically shortened version of the MP5, this weapon is optimized to be concealable. The steps taken to reduce the weapon&#039;s size and weight negate the benefits of the parent weapon&#039;s extraordinary quality and as a result the MP5K is not a mastercraft weapon.&lt;br /&gt;
&lt;br /&gt;
Although it comes with a 15-round magazine, the MP5K can also accept the same 30-round magazine as the MP5 (use of the larger magazine increases the weapon&#039;s size to Large, though).&lt;br /&gt;
&lt;br /&gt;
This weapon features a three-round burst setting.&lt;br /&gt;
* HK PSG1&lt;br /&gt;
&lt;br /&gt;
This high-precision sniper rifle, based on the design of the HK G3, has a fully adjustable trigger and stock for individual users. The PSG1 comes with a standard scope.&lt;br /&gt;
&lt;br /&gt;
Due to its high quality of manufacture, the PSG1 is always considered a mastercraft weapon. As such, it grants a +1 bonus on attack rolls.&lt;br /&gt;
* M16A2&lt;br /&gt;
&lt;br /&gt;
Typical of the assault rifles used by militaries around the world, the Colt M16A2 is the current service rifle of the United States military and is common with other armies and in the civilian world.&lt;br /&gt;
&lt;br /&gt;
The A3 has a three-round burst setting, with a ROF: S, B.&lt;br /&gt;
&lt;br /&gt;
The A4 does not have the three-round burst setting, with a ROF: S, A&lt;br /&gt;
* M4 Carbine&lt;br /&gt;
&lt;br /&gt;
This is a cut-down version of the Colt M16A2, shortened by about a third by means of a telescoping stock and a shorter barrel.&lt;br /&gt;
* M-60&lt;br /&gt;
&lt;br /&gt;
Introduced in the Vietnam War era, this medium machine gun is still in widespread use with the U.S. military and that of several other armies.&lt;br /&gt;
* MAC Ingram M10&lt;br /&gt;
&lt;br /&gt;
No longer in production, about 10,000 of these small submachine guns were made and supplied to United States police forces, the U.S. Army, Cuba and Peru. Light pressure on the trigger produces single shots, while increased pressure brings automatic fire.&lt;br /&gt;
&lt;br /&gt;
The M10 accepts a suppressor without modification.&lt;br /&gt;
* Skorpion&lt;br /&gt;
&lt;br /&gt;
The CZ61 Skorpion is a Czech machine Pistol seen increasingly in the West since the collapse of the Soviet Union. Originally intended for military vehicle crews who don&#039;t have space for an unwieldy longarms, it was widely distributed to Communist countries and in central Africa and can now be found anywhere in the world.&lt;br /&gt;
* Steyr AUG&lt;br /&gt;
&lt;br /&gt;
An unusual and exotic-looking weapon, the bull pup AUG is the standard rifle of the Austrian and Australian armies. It&#039;s completely ambidextrous components make it equally convenient for left- and right-handed users. It features a built-in optical sight gaining a +1 to attack rolls. This weapon features a three-round burst setting.&lt;br /&gt;
* TEC-9&lt;br /&gt;
&lt;br /&gt;
The Intratec TEC-9 is an inexpensive machine pistol popular with Infiltrators because it can be modified with a Craft (mechanical) check DC 15 to fire on automatic. The Pistol only works on semiautomatic fire or, if modified, only on automatic. Once modified to fire on automatic, the TEC-9 cannot be changed back to semiautomatic.&lt;br /&gt;
* Uzi&lt;br /&gt;
&lt;br /&gt;
Designed in the 1950s for the Israeli army, the Uzi has become the most popular submachine gun in the world. It features a collapsible stock, making it extremely compact.&lt;br /&gt;
&lt;br /&gt;
;Exotic Ranged Weapons&lt;br /&gt;
* Flamethrower&lt;br /&gt;
&lt;br /&gt;
A flamethrower consists of a pressurized backpack containing fuel, connected to a tube with a nozzle. It shoots a 5-foot-wide, 30-foot-long line of flame that deals 3d6 points of fire damage to all individuals and objects in its path. No attack roll is necessary. Any individual caught in the line of flame can make a Reflex save (DC 15) to take half damage. Individuals with cover get a bonus on their Reflex save.&lt;br /&gt;
&lt;br /&gt;
A flamethrower&#039;s backpack has hardness 5 and 5 hit points. When worn, the backpack has a AC equal to 9 + the wearer&#039;s Dexterity modifier + the wearer&#039;s class bonus. A backpack reduced to 0 hit points ruptures and explodes, dealing 6d6 points of fire damage to the wearer (no save allowed) and 3d6 points of splash damage to individuals and objects in adjacent 5-foot squares (Reflex save, DC 15, for half damage).&lt;br /&gt;
&lt;br /&gt;
Any individual or flammable object that takes damage from a flamethrower catches on fire; taking 1d6 points of fire damage each subsequent round until the flames are extinguished. A fire engulfing a single individual or object can be doused or smothered as a full-round action. Discharging a fire extinguisher is a move action and instantly smothers flames in a 10-foot-by-10-foot area.&lt;br /&gt;
&lt;br /&gt;
A flamethrower can shoot 10 times before the fuel supply is depleted.&lt;br /&gt;
* M2HB&lt;br /&gt;
&lt;br /&gt;
This heavy-duty .50-caliber machine gun has been in service since World War II and remains a very common vehicle-mounted military weapon around the world.&lt;br /&gt;
* M72A3 LAW&lt;br /&gt;
&lt;br /&gt;
The LAW (light antitank weapon) is a disposable, one-shot rocket launcher. It comes as a short, telescoped fiberglass and aluminum tube. Before using the weapon, the firer must first arm and extend the tube, which is a move action.&lt;br /&gt;
&lt;br /&gt;
When the LAW hits its target, it explodes like a grenade or other explosive, dealing its 10d6 points of damage to all individuals within a 10-foot radius (Reflex save DC 18 for half damage).&lt;br /&gt;
&lt;br /&gt;
The LAW ignores up to 10 points of hardness if it strikes a vehicle, building, or object. However, this only applies to the target struck, not to other objects within the burst radius.&lt;br /&gt;
&lt;br /&gt;
The M72 has a minimum range of 30 feet. If fired against a target closer than 30 feet away, it does not arm and will not explode.&lt;br /&gt;
* M79&lt;br /&gt;
&lt;br /&gt;
This weapon is a single-shot grenade launcher. It fires 40mm grenades (see under Grenades and Explosives). These grenades look like huge rounds an inch and a half across; they can&#039;t be used as hand grenades and the M79 can&#039;t shoot hand grenades.&lt;br /&gt;
&lt;br /&gt;
Attacking with an M79 is identical to throwing an explosive: you make a ranged attack against a specific 5-foot square (instead of targeting a person or individual). The differences between using the M79 and throwing an explosive lie in the range of the weapon (which far exceeds the distance a hand grenade can be thrown) and the fact that the M79 requires a weapon proficiency to operate without penalty.&lt;br /&gt;
;Explosives&lt;br /&gt;
&lt;br /&gt;
These weapons explode or burst, dealing damage to individuals or objects within an area.&lt;br /&gt;
&lt;br /&gt;
Explosives can be thrown or set off in place, depending on the type of explosive device. Dynamite and hand grenades are examples of these weapons.&lt;br /&gt;
&lt;br /&gt;
All explosives must be detonated. Some, such as grenades, include built-in detonators. (Pulling the pin on a grenade is a free action.) Others require timers or other devices to set them off. Detonators are covered in Weapon Accessories.&lt;br /&gt;
&lt;br /&gt;
Explosives require no proficiency to use normally.&lt;br /&gt;
* Thrown Explosives&lt;br /&gt;
&lt;br /&gt;
Make a ranged attack against an unoccupied grid intersection (AC 5 plus range penalties.)&lt;br /&gt;
&lt;br /&gt;
**    Hit: Individuals in all adjacent squares are dealt damage.&lt;br /&gt;
**    Miss: First, roll 1d8 to determine the miss direction of the throw.&lt;br /&gt;
**    1 - Falls short (straight line towards the thrower).&lt;br /&gt;
**    2 through 8 - Count around the target individual or grid intersection in a clockwise direction.&lt;br /&gt;
&lt;br /&gt;
Then, count a number of squares in the indicated direction equal to the number of range increments thrown. The thrown object lands that number of spaces away from the target.&lt;br /&gt;
&lt;br /&gt;
Finally, the item deals damage to all individuals in the square it lands in and in all adjacent squares.&lt;br /&gt;
* Planted Explosives&lt;br /&gt;
&lt;br /&gt;
A planted explosive is set in place, with a timer or fuse determining when it goes off. No attack roll is necessary to plant an explosive; the explosive sits where it is placed until it is moved or goes off.&lt;br /&gt;
&lt;br /&gt;
When a planted explosive detonates, it deals its damage to all targets within the burst radius of the weapon. The targets may make Reflex saves (DC varies according to the explosive type) for half damage.&lt;br /&gt;
* Explosives Table&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039;: The damage dealt by the weapon.&lt;br /&gt;
&lt;br /&gt;
Burst Radius/Splash Damage: All individuals or objects within the burst radius take damage from the explosive.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage Type&#039;&#039;&#039;: Damage from explosives and splash weapons is classified according to type.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Critical&#039;&#039;&#039;: The threat range for a critical hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reflex DC&#039;&#039;&#039;: Any individual caught within the burst radius of an explosive may make a Reflex save against the DC given in this column for half damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Range Increment&#039;&#039;&#039;: If the weapon can be thrown, its range increment is shown in this column. Explosives with no range increment must be set in place before being detonated.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Size&#039;&#039;&#039;: A Small or smaller weapon is considered a light weapon. Medium-size or smaller weapon can be used one-handed or two-handed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weight&#039;&#039;&#039;: This column gives the weapon&#039;s weight.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cost&#039;&#039;&#039;: This is the purchase cost to acquire the weapon. This number reflects the base price and doesn&#039;t include any modifier for purchasing the weapon on the black market.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Grenades and Explosives&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Weapon &lt;br /&gt;
! Damage &lt;br /&gt;
! Critical &lt;br /&gt;
! Damage Type &lt;br /&gt;
! Burst Radius &lt;br /&gt;
! Reflex DC &lt;br /&gt;
! Range Increment &lt;br /&gt;
! Size &lt;br /&gt;
! Weight &lt;br /&gt;
! Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|40mm Fragmentation Grenade ||6d6 ||19-20 x4 ||Slashing ||10 ft. ||15 ||— ||Tiny ||1 lb. ||$650&lt;br /&gt;
|-&lt;br /&gt;
|C4/Semtex ||4d6 ||19-20 x4 ||Bludgeoning ||10 ft. ||18 ||— ||Small ||1 lb. ||$300&lt;br /&gt;
|-&lt;br /&gt;
|Det Cord ||2d6 ||20x4 ||Fire ||See text ||12 ||— ||Med ||2 lb. ||$100&lt;br /&gt;
|-&lt;br /&gt;
|Dynamite ||2d6 ||19-20/x4 ||Bludgeoning ||5 ft. ||15 ||10 ft. ||Tiny ||1 lb. ||$300&lt;br /&gt;
|-&lt;br /&gt;
|Fragmentation Grenade ||6d6 ||19-20/x4 ||Slashing ||20 ft. ||15 ||10 ft. ||Tiny ||1 lb. ||$575&lt;br /&gt;
|-&lt;br /&gt;
|Molotov Cocktail ||1d6/&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|1d4 Splash&lt;br /&gt;
|-&lt;br /&gt;
|||20 ||Fire ||5 ft ||12 ||10 ft ||Small ||1 lb ||$10&lt;br /&gt;
|-&lt;br /&gt;
|Smoke Grenade ||See text ||— ||— ||See text ||— ||10 ft. ||Small ||2 lb. ||$50&lt;br /&gt;
|-&lt;br /&gt;
|Tear gas Grenade ||See text ||— ||— ||See text ||— ||10 ft. ||Small ||2 lb. ||$300&lt;br /&gt;
|-&lt;br /&gt;
|Thermite Grenade ||8d6 ||19-20/x4 ||Fire ||5 ft. ||12 ||10 ft. ||Small ||2 lb. ||$850&lt;br /&gt;
|-&lt;br /&gt;
|White Phosphorus Grenade ||8d6 ||19-20 x4 ||Fire ||20 ft. ||12 ||10 ft. ||Small ||2 lb. ||$625&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Grenades and Explosives&lt;br /&gt;
&lt;br /&gt;
Many explosives require detonators, which are described in Weapon Accessories.&lt;br /&gt;
&lt;br /&gt;
No feat is required to use these thrown weapons.&lt;br /&gt;
* 40mm Fragmentation Grenade&lt;br /&gt;
&lt;br /&gt;
This small explosive device must be fired from a 40mm grenade launcher, such as the M79. It sprays shrapnel in all directions when it explodes.&lt;br /&gt;
&lt;br /&gt;
The cost given is for a box of 6 grenades.&lt;br /&gt;
* C4/Semtex&lt;br /&gt;
&lt;br /&gt;
So-called “plastic” explosives resemble slabs of wax and can take various shapes. The information on the table represents a 1-pound block. Additional blocks can be wired together, increasing the damage and burst radius; each additional block increases the damage by +2d6 and the burst radius by 2 feet and requires a Craft (explosives) check (DC 15) to link them.&lt;br /&gt;
&lt;br /&gt;
The cost given represents a package of 4 blocks.&lt;br /&gt;
&lt;br /&gt;
C4/Semtex requires a detonator to set off.&lt;br /&gt;
* Det Cord&lt;br /&gt;
&lt;br /&gt;
Det cord is an explosive in a rope-like form. Technically, det cord doesn&#039;t explode—but it burns so fast (4,000 yards per second) that it might as well be exploding. Normally used to string multiple explosive charges together for simultaneous detonation (allowing a single detonator to set them all off) det cord can also be looped around a tree or post or other object to cut it neatly in half.&lt;br /&gt;
&lt;br /&gt;
The information on the table represents a 50-foot length. A length of det cord can be spread out to pass through up to ten 5-foot squares. When this is the case, it deals the indicated damage to all individuals in each 5-foot square through which it passes.&lt;br /&gt;
&lt;br /&gt;
It can also be doubled up; for each additional 5 feet of cord within a single 5-foot square, increase the damage by +1d6.&lt;br /&gt;
&lt;br /&gt;
Det cord requires a detonator to set it off.&lt;br /&gt;
* Dynamite&lt;br /&gt;
&lt;br /&gt;
Perhaps one of the most common and straightforward explosives, dynamite is very stable under normal conditions. A stick of dynamite requires a fuse or detonator to set it off. Additional sticks can be set off at the same time if they are within the burst radius of the first stick, increasing the damage and burst radius of the explosion. Each additional stick increases the damage by +1d6 (maximum 10d6) and the burst radius by 5 feet (maximum 20 feet).&lt;br /&gt;
&lt;br /&gt;
It&#039;s possible to wire together several sticks of dynamite for even greater explosive effect. Doing so requires a Craft (explosives) (DC 10 + 1 per stick). If the character succeeds on the check, the damage or the burst radius of the explosion increases by 50% (the character&#039;s choice).&lt;br /&gt;
&lt;br /&gt;
Dynamite is sold in boxes of 12 sticks.&lt;br /&gt;
&lt;br /&gt;
To set off dynamite using a fuse, the fuse must first be lit, requiring a move action (and a lighter or other source of flame). The amount of time until the dynamite explodes depends on the length of the fuse—a fuse can be cut short enough for the dynamite to detonate in the same round (allowing it to be used much like a grenade) or long enough to take several minutes to detonate. Cutting the fuse to the appropriate length requires a move action.&lt;br /&gt;
* Fragmentation Grenade&lt;br /&gt;
&lt;br /&gt;
The most common military grenade, this is a small explosive device that sprays shrapnel in all directions when it explodes.&lt;br /&gt;
&lt;br /&gt;
The cost given is for a box of 6 grenades.&lt;br /&gt;
* Molotov Cocktail&lt;br /&gt;
&lt;br /&gt;
A Molotov cocktail is a flask containing a flammable liquid, plugged with a rag. A Molotov cocktail is easily made by hand with a Craft (explosives) DC 10 or Intelligence check DC 15.&lt;br /&gt;
&lt;br /&gt;
To use it, the rag must first be lit, requiring a move action (and a lighter or other source of flame). The cocktail detonates in 2 rounds or on impact with a solid object, whichever comes first.&lt;br /&gt;
&lt;br /&gt;
A target that takes a direct hit is dealt an additional 1d6 points of fire damage in the following round and risks catching on fire.&lt;br /&gt;
* Smoke Grenade&lt;br /&gt;
&lt;br /&gt;
On the round when it is thrown, a smoke grenade fills the four squares around it with smoke. On the following round, it fills all squares within 10 feet and on the third round it fills all squares within 15 feet. The smoke obscures all sight, including the darkvision ability granted by night vision goggles. Any individual within the area has total concealment. It disperses after 10 rounds, though a moderate wind (11+ mph) disperses the smoke in 4 rounds and a strong wind (21+ mph) disperses it in 1 round. Smoke grenades are available in several colors, including white, red, yellow, green and purple. As such, they can be used as signal devices.&lt;br /&gt;
&lt;br /&gt;
The cost given is for a box of 6 grenades.&lt;br /&gt;
* Tear Gas Grenade&lt;br /&gt;
&lt;br /&gt;
On the round that it is thrown, a tear gas grenade fills a 5-foot radius with a cloud of irritant that causes eyes to fill with tears. On the following round, it fills a 10-foot radius and on the third round it fills a 15-foot radius. It disperses after 10 rounds, though a moderate wind (11+ mph) disperses the smoke in 4 rounds and a strong wind (21+ mph) disperses it in 1 round.&lt;br /&gt;
&lt;br /&gt;
A character caught in a cloud of tear gas must make a Fortitude save (DC 15) or be nauseated. This effect lasts as long as the character is in the cloud and for 1d6 rounds after he or he leaves the cloud. A gas mask renders the target immune to the effects. A wet cloth held over the eyes, nose and mouth provides a +2 bonus on the Fortitude save.&lt;br /&gt;
&lt;br /&gt;
The cost given is for a box of 6 grenades.&lt;br /&gt;
* Thermite Grenade&lt;br /&gt;
&lt;br /&gt;
Thermite does not technically explode. Instead, it creates intense heat meant to burn or melt through an object upon which the grenade is set. Military forces use thermite grenades to quickly destroy key pieces of equipment.&lt;br /&gt;
&lt;br /&gt;
The cost given is for a box of 6 grenades.&lt;br /&gt;
* White Phosphorus Grenade&lt;br /&gt;
&lt;br /&gt;
White phosphorus grenades use an explosive charge to distribute burning phosphorus across the burst radius. Any target that takes damage from a White Phosphorus grenade is dealt an additional 2d6 points of fire damage in the following round and risks catching on fire.&lt;br /&gt;
&lt;br /&gt;
In addition, a WP grenade creates a cloud of smoke. Treat a white phosphorus grenade as a smoke grenade.&lt;br /&gt;
&lt;br /&gt;
The cost given is for a box of 6 grenades.&lt;br /&gt;
&lt;br /&gt;
== Melee Weapons ==&lt;br /&gt;
&lt;br /&gt;
Melee weapons are used in close combat and they are generally among the simplest types of weapons.&lt;br /&gt;
;Melee Weapons Table&lt;br /&gt;
&lt;br /&gt;
Melee weapons are described by a number of statistics, as shown on Table: Melee Weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039;: The damage the weapon deals on a successful hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Critical&#039;&#039;&#039;: The threat range for a critical hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage Type&#039;&#039;&#039;: Melee weapon damage is classified according to type: bludgeoning, energy, piercing and slashing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Range Increment&#039;&#039;&#039;: Melee weapons that are designed to be thrown can be used to make ranged attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Size&#039;&#039;&#039;: A Small or smaller weapon is considered a light weapon. It can be used one-handed and, as a light weapon, is easier to use in a character&#039;s off hand.&lt;br /&gt;
&lt;br /&gt;
A Medium-size or smaller weapon can be used one-handed or two-handed.&lt;br /&gt;
&lt;br /&gt;
A Large weapon requires two hands.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weight&#039;&#039;&#039;: This column gives the weapon&#039;s weight.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cost&#039;&#039;&#039;: This is the purchase cost to acquire the weapon.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Simple Melee Weapons&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Weapon &lt;br /&gt;
! Damage &lt;br /&gt;
! Critical &lt;br /&gt;
! Damage Type &lt;br /&gt;
! Range Increment &lt;br /&gt;
! Size &lt;br /&gt;
! Weight &lt;br /&gt;
! Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Cleaver ||1d6 ||19–20 ||Slashing ||10 ft. ||Small ||2 lb. ||$10&lt;br /&gt;
|-&lt;br /&gt;
|Knife ||1d4 ||19–20 ||Piercing ||10 ft. ||Tiny ||1 lb. ||$15&lt;br /&gt;
|-&lt;br /&gt;
|Metal Baton ||1d6 ||19–20 ||Bludgeoning ||— ||Med ||2 lb. ||$25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Exotic Melee Weapons&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Weapon &lt;br /&gt;
! Damage &lt;br /&gt;
! Critical &lt;br /&gt;
! Damage Type &lt;br /&gt;
! Range Increment &lt;br /&gt;
! Size &lt;br /&gt;
! Weight &lt;br /&gt;
! Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Chain saw ||3d6 ||18–20 x4 ||Slashing ||— ||Large ||10 lb. ||$150&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+No Feat Required Melee Weapons&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Weapon &lt;br /&gt;
! Damage &lt;br /&gt;
! Critical &lt;br /&gt;
! Damage Type &lt;br /&gt;
! Range Increment &lt;br /&gt;
! Size &lt;br /&gt;
! Weight &lt;br /&gt;
! Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Pistol Whip ||1d4 ||20 ||Bludgeoning ||— ||Small ||— ||—&lt;br /&gt;
|-&lt;br /&gt;
|Rifle Butt ||1d6 ||20 ||Bludgeoning ||— ||Large ||— ||—&lt;br /&gt;
|-&lt;br /&gt;
|Straight Razor ||1d3 ||18–20 ||Slashing ||— ||Tiny ||0.5 lb. ||$5&lt;br /&gt;
|-&lt;br /&gt;
|Stun Gun ||1d3 ||20 ||Electricity ||— ||Tiny ||1 lb. ||$40&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Simple Melee Weapons&lt;br /&gt;
&lt;br /&gt;
Generally inexpensive and light in weight, simple weapons get the job done nevertheless.&lt;br /&gt;
* Cleaver&lt;br /&gt;
&lt;br /&gt;
Heavy kitchen knives can be snatched up for use as weapons in homes and restaurants.&lt;br /&gt;
* Knife&lt;br /&gt;
&lt;br /&gt;
This category of weapon includes hunting knives, butterfly knives and switchblades.&lt;br /&gt;
* Metal Baton&lt;br /&gt;
&lt;br /&gt;
This weapon can be collapsed to reduce its size and increase its conceal-ability. Extending or collapsing the baton is a free action.&lt;br /&gt;
;Exotic Melee Weapons.&lt;br /&gt;
* Chain Saw&lt;br /&gt;
&lt;br /&gt;
Military and police units use powered saws to cut through fences and open doors rapidly.&lt;br /&gt;
;No Proficiency Required Melee Weapons&lt;br /&gt;
* Pistol Whip&lt;br /&gt;
&lt;br /&gt;
Using a Pistol as a melee weapon can deal greater damage than attacking unarmed.&lt;br /&gt;
* Rifle Butt&lt;br /&gt;
&lt;br /&gt;
The butt of a rifle can be used as an impromptu club.&lt;br /&gt;
* Straight Razor&lt;br /&gt;
&lt;br /&gt;
Favored by old-school organized crime “mechanics,” this item can still be found in some barbershops and shaving kits.&lt;br /&gt;
* Stun Gun&lt;br /&gt;
&lt;br /&gt;
Although the name suggests a ranged weapon, a stun gun requires physical contact to affect its target. The stun gun deals 1d3 points of electricity damage and the target must make a Fortitude saving throw (DC 15) or be paralyzed for 1d6 rounds.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Accessories&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Object &lt;br /&gt;
! Size &lt;br /&gt;
! Weight &lt;br /&gt;
! Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Box magazine ||Tiny ||0.5 lb. ||$5&lt;br /&gt;
|-&lt;br /&gt;
|Detonator, Blasting Cap ||Tiny ||0.5 lb. ||$20&lt;br /&gt;
|-&lt;br /&gt;
|Detonator, Radio Controlled ||Tiny ||0.5 lb. ||$40&lt;br /&gt;
|-&lt;br /&gt;
|Detonator, Timed ||Tiny ||0.5 lb. ||$30&lt;br /&gt;
|-&lt;br /&gt;
|Detonator, Wired ||Tiny ||1 lb. ||$20&lt;br /&gt;
|-&lt;br /&gt;
|Holster, Hip ||Tiny ||1 lb. ||$35&lt;br /&gt;
|-&lt;br /&gt;
|Holster, Concealed ||Tiny ||0.5 lb. ||$40&lt;br /&gt;
|-&lt;br /&gt;
|Illuminator ||Tiny ||0.5 lb. ||$85&lt;br /&gt;
|-&lt;br /&gt;
|Laser sight ||Tiny ||0.5 lb. ||$25&lt;br /&gt;
|-&lt;br /&gt;
|Scope, Standard ||Tiny ||0.5 lb. ||$70&lt;br /&gt;
|-&lt;br /&gt;
|Scope, Electro-Optical ||Small ||3 lb. ||$110&lt;br /&gt;
|-&lt;br /&gt;
|Speed loader ||Tiny ||0.5 lb. ||$25&lt;br /&gt;
|-&lt;br /&gt;
|Suppressor, Pistol ||Tiny ||1 lb. ||$250&lt;br /&gt;
|-&lt;br /&gt;
|Suppressor, Rifle ||Small ||4 lb. ||$400&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>99.91.0.249</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Weapons&amp;diff=1194</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Weapons&amp;diff=1194"/>
		<updated>2015-05-11T23:01:25Z</updated>

		<summary type="html">&lt;p&gt;99.91.0.249: /* Future Path Common Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Weapon Categories==&lt;br /&gt;
Weapons have multi stats that change how effective they are in different engagements. &lt;br /&gt;
&lt;br /&gt;
There are 3 categories of weapons in Future Path:&lt;br /&gt;
#Archaic&lt;br /&gt;
#Simple&lt;br /&gt;
#Exotic&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Archaic&#039;&#039;&#039;: is anything that is so old is it never really used unless by people who love to mess with old type of stuff. For example the bow/arrow. And old style projectile weapon that appears simple at first glance but is actually difficult to master. &lt;br /&gt;
** Arcane weapons require the Arcane Weapon Proficiency Feat or you take a -4 and cannot use Ability/Affinity bonuses for hit checks.&lt;br /&gt;
* &#039;&#039;&#039;Simple&#039;&#039;&#039;: weapons are weapons that are common place for your Character. They usual follow a standard and design and are intuitive too use. For example a pistol or rifle. Both still require time to master but the basic principle of handle/trigger/end with hole point toward bad guy concept is common knowledge. &lt;br /&gt;
**Simple weapons require not feat to use without penalty however you still cannot apply Affinity bonus to a weapon you do not have a proficiency with.&lt;br /&gt;
* &#039;&#039;&#039;Exotic&#039;&#039;&#039;: are weapons that are notorious to get use too. They do not necessarily follow the simple model that most weapons follow and/or they have uniq properties that make it less intuitive too use. The Flamethrower or Grenade Launcher are examples. Perhaps a Portal Gun as well.&lt;br /&gt;
** Exotic weapons like Arcane weapons require the Exotic Weapon Proficiency Feat or you take a -4 and cannot use Ability/Affinity Bonuses for hit checks.&lt;br /&gt;
&lt;br /&gt;
==Future Path Common Weapons==&lt;br /&gt;
In Future Path the common weapons of choice are usually a ranged weapon. There are six different primary types of Range Weapons with tech levels of 1-4 and each type has a dice commonly associated with it.&lt;br /&gt;
&lt;br /&gt;
*Weapon Type: Weapon Dice(Damage)&lt;br /&gt;
#Archaic Range weapons: 1d4/1d6&lt;br /&gt;
#Handguns: 1d6&lt;br /&gt;
#Sub-Machine Guns: 2x 1d4 &lt;br /&gt;
#Manual Rifles: 1d8&lt;br /&gt;
#Shotguns: 1d10 &lt;br /&gt;
#Automatic Rifles: 2x 1d6 &lt;br /&gt;
#Machine Guns: 1d12&lt;br /&gt;
&lt;br /&gt;
The Weapon Dice are just a &#039;rule of thumb&#039; and there are exceptions from time to time. &lt;br /&gt;
&lt;br /&gt;
Besides Ranged weapons there are also Melee weapons. Everything from an old style sword to a lazer blade/light saber. &lt;br /&gt;
&lt;br /&gt;
Melee weapons have two sub-categorizes. One Handed, Two Handed Melee Weapons.&lt;br /&gt;
&lt;br /&gt;
==Weapon Technology==&lt;br /&gt;
Weapons evolve with technology and at different tech levels will have adjustments to their stats. Weapons have a tech level.  0 - 4. All 0 tech level weapons are considered Arcane. If you handle a weapon of a hirer tech level then your character you cannot apply your affinity bonus to use it until you increase your tech skill to that level. Weapons of higher tech level gain additional features but do not necessary increase the hit die unless specified. Here are some common attributes higher tech level weapons will see increased.&lt;br /&gt;
* Accuracy (Bonus to hit)&lt;br /&gt;
* Base damage (A built in bonus to damage IE: +1 damge after roll) &lt;br /&gt;
* DR priecing (Can remove some of the DR that Armor can provide)&lt;br /&gt;
* Weight, capacity of ammunition, range&lt;br /&gt;
&lt;br /&gt;
Most people think that a better weapon implies more damage. But if the rules of combat are followed correctly players will have to be dealing with Range and amo issues. And out side of combat they may have to deal with the weight of their weapons interfering with their ability to carry of equipment/resources/loot. A light weight high capacity firearm that also happens to have excellent range is hard to come by. More advance civilizations will be concerned with these matters more then simply &#039;does it do more damage?&#039;. This doesn&#039;t mean there cannot be weapons that do extreme amounts of damage but most are restricted to robots/space ships/tanks and alike.&lt;br /&gt;
&lt;br /&gt;
== Weapon Attributes ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Capacity&#039;&#039;&#039;&lt;br /&gt;
A firearm&#039;s capacity is the number of shots it can hold at one time. When making a full-attack action, you may fire a firearm as many times in a round as you have attacks, up to this limit, unless you can reload the weapon as a swift or free action while making a full-attack action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Loading a Firearm&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You need at least one hand free to load one-handed and two-handed firearms. In the case of two-handed firearms, you hold the weapon in one hand and load it with the other—you only need to hold it in two hands to aim and shoot the firearm.&lt;br /&gt;
&lt;br /&gt;
The Rapid Reload feat reduces the time required to load one-handed and two-handed firearms.&lt;br /&gt;
&lt;br /&gt;
Loading any firearm provokes attacks of opportunity.&lt;br /&gt;
&lt;br /&gt;
Advanced firearms that are chamber (Cylinder or Internal) loaded use a move action to load a one-handed or a two-handed advanced firearm to its full capacity.&lt;br /&gt;
&lt;br /&gt;
Reloading a firearm with an already filled box magazine or speed loader is a swift action.&lt;br /&gt;
&lt;br /&gt;
These reloading actions are move actions: refilling a box magazine or speed-loader, reloading a revolver without a speed-loader, or reloading any internal magazine.&lt;br /&gt;
&lt;br /&gt;
Loading a belt of linked ammunition is an immediate action. Linking two belts together is a swift action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kick&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Many modern firearms have a powerful kick after being shot. This can interfere with your aim. If a firearm has a damage bonus that is greater than your strength bonus, you subtract the difference from your attack roll.&lt;br /&gt;
&lt;br /&gt;
If a firearm has a tripod, you subtract reduce this penalty by [1] in the attack modifier.&lt;br /&gt;
&lt;br /&gt;
If a firearm is mounted, you subtract reduce this penalty by [2] in the attack modifier.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Misfires&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All modern firearms misfire on a natural roll of 1 and that shot misses, even if you would have otherwise hit the target. When a firearm misfires, it gains the broken condition, suffering the normal penalties and its misfire value increases by 4.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Range and Penetration&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Advanced firearms resolve their attacks against touch AC when the target is within the first five range increments, but this type of attack is not considered a touch attack for the purposes of feats such as Deadly Aim. At higher range increments, the attack resolves normally, including taking the normal cumulative –2 penalty for each full-range increment. Advanced firearms have a maximum range of 10 range increments.&lt;br /&gt;
== Firearm Ammunition ==&lt;br /&gt;
&lt;br /&gt;
Ammunition for firearms and other ranged weapons is covered below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Ammunition Type (Quantity) &lt;br /&gt;
! Cost &lt;br /&gt;
! Damage Modifier&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|5.56mm (20) ||$7.50 ||+0&lt;br /&gt;
|-&lt;br /&gt;
|7.62mm (20) ||$7.50 ||+1&lt;br /&gt;
|-&lt;br /&gt;
|7.62mmR (20) ||$7.50 ||+1&lt;br /&gt;
|-&lt;br /&gt;
|.444 caliber (20) ||$15 ||+2&lt;br /&gt;
|-&lt;br /&gt;
|.50 caliber (20) ||$15 ||+3&lt;br /&gt;
|-&lt;br /&gt;
|9mm (50) ||$10 ||+2&lt;br /&gt;
|-&lt;br /&gt;
|10mm (50) ||$10 ||+3&lt;br /&gt;
|-&lt;br /&gt;
|.22 caliber (50) ||$7.50 ||+0&lt;br /&gt;
|-&lt;br /&gt;
|.32 caliber (50) ||$20 ||+0&lt;br /&gt;
|-&lt;br /&gt;
|.38 special (50) ||$20 ||+1&lt;br /&gt;
|-&lt;br /&gt;
|.357 caliber (50) ||$20 ||+1&lt;br /&gt;
|-&lt;br /&gt;
|.44 caliber (50) ||$20 ||+2&lt;br /&gt;
|-&lt;br /&gt;
|.45 caliber (50) ||$20 ||+2&lt;br /&gt;
|-&lt;br /&gt;
|.50AE caliber (50) ||$20 ||+3&lt;br /&gt;
|-&lt;br /&gt;
|10-gauge buckshot (10) ||$20 ||+3&lt;br /&gt;
|-&lt;br /&gt;
|12-gauge buckshot (10) ||$20 ||+2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Purchase Notes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;5.56mm, 7.62mm, 7.62mmR, .444, .50&lt;br /&gt;
&lt;br /&gt;
:These calibers of ammunition are generally used in rifles, assault rifles, or machine guns and are sold in boxes of 20 rounds each.&lt;br /&gt;
&lt;br /&gt;
;9mm, 10mm, .22, .32, .38 S, .357, .44, .45, .50AE&lt;br /&gt;
&lt;br /&gt;
:These calibers are generally used in pistols or submachine guns and are sold in boxes of 50 rounds each.&lt;br /&gt;
&lt;br /&gt;
;10-gauge Buckshot, 12-gauge Buckshot &lt;br /&gt;
&lt;br /&gt;
Shotgun shells are sold in boxes of ten.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Ammunition&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A special, Magnum, or AE ammunition round will increase the critical threat range by one.&lt;br /&gt;
== Firearm Types ==&lt;br /&gt;
&#039;&#039;&#039;Handguns&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Handguns can be broken down into three smaller groups: autoloaders, revolvers and machine pistols.&lt;br /&gt;
&lt;br /&gt;
Autoloaders (sometimes called “automatics”) feature removable box magazines and some models hold quite a lot of ammunition.&lt;br /&gt;
&lt;br /&gt;
Revolvers are relatively simple firearms that store several rounds (usually six) in a revolving cylinder&lt;br /&gt;
&lt;br /&gt;
Machine pistols are automatic weapons small enough to be fired with one hand.&lt;br /&gt;
&lt;br /&gt;
Handguns can be broken down into two smaller groups - revolvers and autoloaders.&lt;br /&gt;
&lt;br /&gt;
Revolvers are relatively simple firearms that store several rounds (usually six) in a revolving cylinder&lt;br /&gt;
&lt;br /&gt;
Autoloaders (frequently called “automatics”) feature removable box magazines and some models hold quite a lot of ammunition. While most autoloaders are semi-automatic, firing one round for each pull of the trigger, some specialty models exist which are capable of Autofire. These are referred to as Machine Pistols&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Longarms&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Longarms are personal firearms that require two hands to be fired without penalty. If fired with only one hand, there is a -4 to attack. This group includes hunting and sniping rifles, assault rifles and most submachine guns.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Machine Guns&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Machine guns are belt-fed weapons that typically fire rifle cartridges or light cannon rounds. Lighter guns are frequently carried by dismounted troops and fired from a bipod or occasionally a tripod, while heavier machine guns are found on either a tripod or a vehicle mount. Most are only capable of autofire, with a few examples (such as the German MG-34, MG-42and MG-3) being capable of single-shot firing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shotguns&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Shotguns are large-bore weapons that have the Scatter Weapon Quality.&lt;br /&gt;
&lt;br /&gt;
If a slug is used to attack then increase the critical hit modifier to x4. Slugs can only target one individual.&lt;br /&gt;
&lt;br /&gt;
If pellets are used, the shot gun fires in a cone (15&#039;). All individuals within the cone are targets and each must be rolled separately, with a modifier of -2. In addition, targets are unable to use any concealment abilities. This will affect all targets within the cone, each with a -2 to hit.&lt;br /&gt;
 &lt;br /&gt;
== Firearm Rate of Fire ==&lt;br /&gt;
&#039;&#039;&#039;Single Shot&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is a single shot per each attack granted by the PC&#039;s Base Attack Bonus.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Semi-Automatic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is a full-attack action, you can fire one additional time this round. All of your attack rolls take a –2 penalty when using semi-automatic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Burst Fire&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As a standard action, the character fires 3 – 10 rounds. On a successful attack, the first round will hit and for every 5 points above the target&#039;s Armor Class, the character gains an additional hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Automatic Fire&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Automatic is a full round action and a character can fire in a cone (see below). All individuals within the cone (30&#039;) are targets and each must be rolled separately, with a modifier of -4. In addition, targets are unable to use any concealment abilities.&lt;br /&gt;
&lt;br /&gt;
Machine guns only have autofire settings and can&#039;t normally fire single shots. These weapons can fire as cone (60&#039;) attack, each with a -4 to hit.&lt;br /&gt;
&lt;br /&gt;
If there is only one target aimed at, as a full round action on a successful attack, the first round will hit and for every 5 points above the targets Armor Class the character gains an additional hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: A critical hit or sneak attack damage is only applied to the first bullet-strike, regardless of how many rounds end up hitting the target.&lt;br /&gt;
&lt;br /&gt;
More information on firearms can be found in The Pathfinder Role Playing Game: Ultimate Combat and for enhanced rules see; Super Genius Games: Anachronistic Adventurers: The Enforcer.&lt;br /&gt;
&lt;br /&gt;
== Ranged Weapons Table ==&lt;br /&gt;
&lt;br /&gt;
Ranged weapons are described by a number of statistics, as shown on Table: Ranged Weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039;: The damage the weapon deals on a successful hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Critical&#039;&#039;&#039;: The threat range for a critical hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage Type&#039;&#039;&#039;: Ranged weapon damage is classified as Piercing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Modern firearm attacks are against the target&#039;s touch AC for the first 5 range increments and have a full 10 range increments.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rate of Fire&#039;&#039;&#039;: How many rounds the firearm fires per round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Capacity&#039;&#039;&#039;: The weapon&#039;s magazine capacity and type are given in this column.&lt;br /&gt;
&lt;br /&gt;
* Box: A box magazine is any type of magazine that can be removed and reloaded separately from the weapon.&lt;br /&gt;
&lt;br /&gt;
* Cylinder: A revolver keeps its ammunition in a cylinder.&lt;br /&gt;
&lt;br /&gt;
* Internal: Some weapons keep their ammunition in an internal space, which must be loaded by hand.&lt;br /&gt;
&lt;br /&gt;
* Belt Feed: Machine guns use linked ammunition.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Size&#039;&#039;&#039;: A Small or smaller weapon is considered a light weapon. A Medium-size or smaller weapon can be used one-handed or two-handed. A Large weapon requires two hands. A Huge weapon requires two hands and a bipod or other mount.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weight&#039;&#039;&#039;: This column gives the weapon&#039;s weight when fully loaded.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cost&#039;&#039;&#039;: This is the purchase cost to acquire the weapon.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+No Proficiency Required - Ranged&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Weapon &lt;br /&gt;
! Damage &lt;br /&gt;
! Critical &lt;br /&gt;
! Damage Type &lt;br /&gt;
! Range Increment &lt;br /&gt;
! Rate of Fire &lt;br /&gt;
! Cap &lt;br /&gt;
! Size &lt;br /&gt;
! Wt &lt;br /&gt;
! Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Pepper spray ||Special ||— ||Special ||5 ft. ||1 ||1 int. ||Tiny ||0.5 lb. ||$10&lt;br /&gt;
|-&lt;br /&gt;
|Taser ||1d4 ||— ||Electricity ||5 ft. ||1 ||1 int. ||Small ||2 lb. ||$50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Simple Weapons&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Weapon &lt;br /&gt;
! Damage &lt;br /&gt;
! Critical &lt;br /&gt;
! Damage Type &lt;br /&gt;
! Range Increment &lt;br /&gt;
! Rate &lt;br /&gt;
! Cap &lt;br /&gt;
! Size &lt;br /&gt;
! Wt &lt;br /&gt;
! Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Benelli 121 M1&lt;br /&gt;
|-&lt;br /&gt;
|12-gague Shotgun ||2d8+2 ||19-20 x2 ||P ||40 ft. ||S ||7 int ||Large ||8 lb. ||$500&lt;br /&gt;
|-&lt;br /&gt;
|Beretta 92F&lt;br /&gt;
|-&lt;br /&gt;
|9mm Autoloader ||2d6+2 ||x4 ||P ||40 ft. ||S ||15 box ||Small ||3 lb. ||$450&lt;br /&gt;
|-&lt;br /&gt;
|Beretta M3P&lt;br /&gt;
|-&lt;br /&gt;
|12-gauge Shotgun ||2d8+2 ||19-20 x2 ||P ||30 ft. ||S ||5 box ||Large ||9 lb ||$650&lt;br /&gt;
|-&lt;br /&gt;
|Browning BPS&lt;br /&gt;
|-&lt;br /&gt;
|10-gauge Shotgun ||2d10 +3 ||19-20 x2 ||P ||30 ft ||Single ||5 int. ||Large ||11 lb. ||$700&lt;br /&gt;
|-&lt;br /&gt;
|Colt Double Eagle 10 mm Autoloader ||2d6+3 ||x4 ||P ||30 ft. ||S ||9 box ||Small ||3 lb. ||$750&lt;br /&gt;
|-&lt;br /&gt;
|Colt M1&lt;br /&gt;
|-&lt;br /&gt;
|.45 Autoloader ||2d6+2 ||x4 ||P ||30 ft. ||S ||7 box ||Small ||3 lb. ||$700&lt;br /&gt;
|-&lt;br /&gt;
|Colt Python&lt;br /&gt;
|-&lt;br /&gt;
|.357 Revolver ||2d6+1 ||x4 ||P ||40 ft. ||S ||6 cyl. ||Med ||3 lb. ||$700&lt;br /&gt;
|-&lt;br /&gt;
|Compound Bow ||2d8 ||20 ||P ||40 ft. ||1 ||— ||Large ||3 lb. ||$150&lt;br /&gt;
|-&lt;br /&gt;
|Derringer .45 ||2d6+2 ||x4 ||P ||10 ft. ||Single ||2 int. ||Tiny ||1 lb. ||$500&lt;br /&gt;
|-&lt;br /&gt;
|Desert Eagle&lt;br /&gt;
|-&lt;br /&gt;
|.50AE Autoloader ||2d8+3 ||x4 ||P ||40 ft. ||S ||8 box ||Med ||4 lb. ||$1,500&lt;br /&gt;
|-&lt;br /&gt;
|Gloc.&lt;br /&gt;
|-&lt;br /&gt;
|9mm Autoloader ||2d6+2 ||x4 ||P ||30 ft. ||S ||17 box ||Small ||2 lb. ||$500&lt;br /&gt;
|-&lt;br /&gt;
|Gloc.&lt;br /&gt;
|-&lt;br /&gt;
|10mm Autoloader ||2d6+3 ||x4 ||P ||40 ft. ||S ||15 box ||Small ||3 lb. ||$600&lt;br /&gt;
|-&lt;br /&gt;
|Mossberg&lt;br /&gt;
|-&lt;br /&gt;
|12-gauge Shotgun ||2d8+2 ||x2 ||P ||30 ft. ||Single ||6 int. ||Large ||7 lb. ||$350&lt;br /&gt;
|-&lt;br /&gt;
|Pathfinder&lt;br /&gt;
|-&lt;br /&gt;
|.22 Revolver ||2d4 ||20 x4 ||P ||20 ft. ||S ||6 cyl. ||Tiny ||1 lb. ||$475&lt;br /&gt;
|-&lt;br /&gt;
|Remington 700 7.62mm Hunting Rifle ||2d10+1 ||x4 ||P ||300 ft. ||Single ||5 int. ||Large ||8 lb. ||$900&lt;br /&gt;
|-&lt;br /&gt;
|Ruger Service-Six .38S Revolver ||2d6+1 ||x4 ||P ||30 ft. ||S ||6 cyl. ||Small ||2 lbs ||$500&lt;br /&gt;
|-&lt;br /&gt;
|S&amp;amp;W M29&lt;br /&gt;
|-&lt;br /&gt;
|.44 Magnum Revolver ||2d8+2 ||x4 ||P ||30 ft. ||S ||6 cyl. ||Med ||3 lb. ||$850&lt;br /&gt;
|-&lt;br /&gt;
|Sawed-off&lt;br /&gt;
|-&lt;br /&gt;
|12-ga Shotgun ||2d8+3 ||19-20 x2 ||P ||10 ft. ||S ||2 int. ||Med ||4 lb. ||$575&lt;br /&gt;
|-&lt;br /&gt;
|SITES M9&lt;br /&gt;
|-&lt;br /&gt;
|9mm Autoloader ||2d6+2 ||x4 ||P ||30 ft. ||S ||8 box ||Tiny ||2 lb. ||$500&lt;br /&gt;
|-&lt;br /&gt;
|Walther PPK&lt;br /&gt;
|-&lt;br /&gt;
|.32 Autoloader ||2d4 ||x4 ||P ||10 ft. ||S ||7 box ||Small ||1 lb. ||$500&lt;br /&gt;
|-&lt;br /&gt;
|Winchester ||2d10+1 ||x4 ||P ||300 ft. ||Single ||6 int. ||Large ||7 lb. ||$575&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Martial Ranged Weapons&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Weapon &lt;br /&gt;
! Damage &lt;br /&gt;
! Critical &lt;br /&gt;
! Damage Type &lt;br /&gt;
! Range Increment &lt;br /&gt;
! Rate of Fire &lt;br /&gt;
! Cap &lt;br /&gt;
! Size &lt;br /&gt;
! Wt &lt;br /&gt;
! Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|AKM/AK-47 7.62x39mm&lt;br /&gt;
|-&lt;br /&gt;
|Assault Rifle ||2d8+1 ||19-20 x4 ||P ||70 ft. ||S, A ||30 box ||Large ||10 lb. ||$575&lt;br /&gt;
|-&lt;br /&gt;
|Barrett Light Fifty&lt;br /&gt;
|-&lt;br /&gt;
|.50 Sniper Rifle ||2d12+3 ||19-20 x4 ||P ||600 ft. ||S ||11 box ||Huge ||35 lb. ||$8,000&lt;br /&gt;
|-&lt;br /&gt;
|Beretta 93R&lt;br /&gt;
|-&lt;br /&gt;
|9mm Machine Pistol ||2d6+2 ||19-20 x4 ||P ||30 ft. ||S,A ||20 box ||Med ||3 lb. ||$825&lt;br /&gt;
|-&lt;br /&gt;
|HK G3&lt;br /&gt;
|-&lt;br /&gt;
|7.62mm Assault Rifle ||2d10+1 ||19-20 x4 ||P ||300 ft. ||S, A ||20 box ||Large ||11 lb. ||$925&lt;br /&gt;
|-&lt;br /&gt;
|HK MP5 9mm ||2d6+2 ||19-20 x4 ||P ||50 ft. ||S,B, A ||30 box ||Large ||7 lb. ||$1,000&lt;br /&gt;
|-&lt;br /&gt;
|HK MP5K&lt;br /&gt;
|-&lt;br /&gt;
|9mm Submachine Gun ||2d6+2 ||19-20 x4 ||P ||40 ft. ||S, B,A ||15 box ||Med ||5 lb. ||$925&lt;br /&gt;
|-&lt;br /&gt;
|HK PSG1&lt;br /&gt;
|-&lt;br /&gt;
|7.62mm Sniper Rifle ||2d10+1 ||19-20 x4 ||P ||300 ft. ||S ||5 box ||Large ||16 lb. ||$9,000&lt;br /&gt;
|-&lt;br /&gt;
|M16&lt;br /&gt;
|-&lt;br /&gt;
|5.56mm Assault Rifle ||2d8 ||19-20 x4 ||P ||100 ft. ||S, B or A ||30 box ||Large ||8 lb. ||$650&lt;br /&gt;
|-&lt;br /&gt;
|M4 Carbine&lt;br /&gt;
|-&lt;br /&gt;
|5.56mm Assault Rifle ||2d8 ||19-20 x4 ||P ||100 ft. ||S,,B,A ||30 box ||Large ||7 lb. ||$650&lt;br /&gt;
|-&lt;br /&gt;
|M-60&lt;br /&gt;
|-&lt;br /&gt;
|7.62 Machine Gun ||2d10+1 ||19-20 x4 ||P ||300 ft. ||A ||belt feed ||Huge ||22 lb. ||$15,000&lt;br /&gt;
|-&lt;br /&gt;
|MAC Ingram M10&lt;br /&gt;
|-&lt;br /&gt;
|.45 Machine Pistol ||2d6+2 ||19-20 x4 ||P ||40 ft. ||S, A ||30 box ||Med ||6 lb. ||$575&lt;br /&gt;
|-&lt;br /&gt;
|Skorpion&lt;br /&gt;
|-&lt;br /&gt;
|.32 Machine Pistol ||2d4 ||19-20 x4 ||P ||40 ft. ||S, A ||20 box ||Med ||4 lb. ||$750&lt;br /&gt;
|-&lt;br /&gt;
|Steyr AUG&lt;br /&gt;
|-&lt;br /&gt;
|5.56mm Assault Rifle ||2d8 ||19-20&lt;br /&gt;
|-&lt;br /&gt;
|X4 ||P ||150 ft. ||S,B, A ||30 box ||Large ||9 lb ||$925&lt;br /&gt;
|-&lt;br /&gt;
|TEC-9&lt;br /&gt;
|-&lt;br /&gt;
|9mm Machine Pistol ||2d6+2 ||19-20 x4 ||P ||40 ft. ||S, A ||32 box ||Med ||4 lb. ||$475&lt;br /&gt;
|-&lt;br /&gt;
|Uzi&lt;br /&gt;
|-&lt;br /&gt;
|9mm Submachine Gun ||2d6+2 ||19-20 x4 ||P ||40 ft. ||S, A ||20 box ||Large ||8 lb. ||$825&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Exotic Ranged Weapons&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Weapon &lt;br /&gt;
! Damage &lt;br /&gt;
! Critical &lt;br /&gt;
! Damage Type &lt;br /&gt;
! Range Increment &lt;br /&gt;
! Rate of Fire &lt;br /&gt;
! Cap &lt;br /&gt;
! Size &lt;br /&gt;
! Wt &lt;br /&gt;
! Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Flamethrower ||3d6 ||x4 ||Fire ||— ||1 ||10 int. ||Large ||50 lb. ||$750&lt;br /&gt;
|-&lt;br /&gt;
|M2HB&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Machine Gun ||1d12+3 ||19-20 x4 ||P ||200 ft. ||A ||belt feed ||Huge ||75 lb ||$17,000&lt;br /&gt;
|-&lt;br /&gt;
|M72A3 LAW&lt;br /&gt;
|-&lt;br /&gt;
|Rocket Launcher ||10d6 ||19-20 x4 ||— ||150 ft. ||1 ||1 int. ||Large ||5 lb. ||$575&lt;br /&gt;
|-&lt;br /&gt;
|M79&lt;br /&gt;
|-&lt;br /&gt;
|Grenade Launcher ||Varies ||— ||— ||70 ft. ||1 ||1 int. ||Large ||7 lb. ||$475&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Weapon Descriptions ==&lt;br /&gt;
;No Proficiency Required - Ranged&lt;br /&gt;
&lt;br /&gt;
Ranged weapons that are not firearms, there is no proficiency feat required to use these weapons.&lt;br /&gt;
* Pepper Spray&lt;br /&gt;
&lt;br /&gt;
A chemical irritant that can temporarily blind a target, pepper spray comes in a single-shot container. To use it, make a ranged touch attack against the target. The target must make a Fortitude saving throw (DC 15) or be blinded for 1d4 rounds. This has a max-range of 20 feet for the small canisters and 50 feet for large canisters.&lt;br /&gt;
* Taser&lt;br /&gt;
&lt;br /&gt;
On a successful hit, the darts deal 1d4 points of electrical damage and the target must make a Fortitude saving throw (DC 15) or be paralyzed for 1d6 rounds.&lt;br /&gt;
&lt;br /&gt;
;Simple Ranged Weapons&lt;br /&gt;
* Benelli 121 M1&lt;br /&gt;
&lt;br /&gt;
The Benelli 121 M1 semiautomatic shotgun is reliable, simple and sturdy.&lt;br /&gt;
* Beretta 92F&lt;br /&gt;
&lt;br /&gt;
The standard service Pistol of the United States military&lt;br /&gt;
* Beretta M3P&lt;br /&gt;
&lt;br /&gt;
Designed for police and security work, the M3P can fire either single shots or on semiautomatic. The 12-gauge shotgun M3P comes equipped with a tubular steel stock that folds over the top of the weapon to form a carrying handle and its ammunition feeds from a box magazine—an uncommon feature in a shotgun.&lt;br /&gt;
* Browning BPS&lt;br /&gt;
&lt;br /&gt;
This heavy shotgun fires the largest shotgun round available, the 10-gauge hell.&lt;br /&gt;
* Colt Double Eagle&lt;br /&gt;
&lt;br /&gt;
Based on the M1911 mechanism, this pistol is an updated civilian version that fires a 10mm round.&lt;br /&gt;
* Colt M1911&lt;br /&gt;
&lt;br /&gt;
This .45 semiautomatic pistol was used by the United States military for decades.&lt;br /&gt;
* Colt Python&lt;br /&gt;
&lt;br /&gt;
The Python has a well-deserved reputation for accuracy. Due to its high quality of manufacture, the Colt Python is always considered a mastercraft weapon. As such, it grants a +1 bonus on attack rolls.&lt;br /&gt;
* Compound Bow&lt;br /&gt;
&lt;br /&gt;
Bow hunting remains a popular sport in North America. A character&#039;s strength modifier applies to damage rolls made when using this weapon.&lt;br /&gt;
* Derringer&lt;br /&gt;
&lt;br /&gt;
This Pistol breaks open at the breech like a double-barreled shotgun. The two-shot weapon has one barrel atop the other and is barely 5 inches long, making it easy to conceal. Derringers can also be found in any pistol caliber.&lt;br /&gt;
* Desert Eagle&lt;br /&gt;
&lt;br /&gt;
Manufactured by Israeli Military Industries, the Desert Eagle is the king of large-frame, heavy-caliber autoloaders. This version fires the massive .50 Action Express round. The Desert Eagle also comes in .357 Magnum and .44 Magnum models.&lt;br /&gt;
* Glock 17&lt;br /&gt;
&lt;br /&gt;
The Glock is typical of 9mm self-loading pistols carried by many police officers and military personnel. Due to its high quality of manufacture, the Glock 17 is always considered a mastercraft weapon. As such, it grants a +1 bonus on attack rolls.&lt;br /&gt;
* Glock 20&lt;br /&gt;
&lt;br /&gt;
This slightly larger version of the Glock 17 is chambered for the slightly more powerful 10mm round.&lt;br /&gt;
&lt;br /&gt;
Due to its high quality of manufacture, the Glock 20 is always considered a mastercraft weapon. As such, it grants a +1 bonus on attack rolls.&lt;br /&gt;
* Mossberg&lt;br /&gt;
&lt;br /&gt;
The Mossberg Model 500 ATP6C is a pump-action shotgun designed for military and police work.&lt;br /&gt;
* Pathfinder&lt;br /&gt;
&lt;br /&gt;
The Pathfinder is a high-quality weapon used as a concealed backup weapon by police officers or for personal defense. The Pathfinder is typical of a number of short-barreled (3 inches) small-caliber revolvers.&lt;br /&gt;
* Remington 700&lt;br /&gt;
&lt;br /&gt;
A bolt-action rifle with a reputation for accuracy, the Remington 700 has been popular with hunters and target shooters since its introduction in the 1940s.&lt;br /&gt;
* Ruger Service-Six&lt;br /&gt;
&lt;br /&gt;
This revolver, designed specifically for police use, fires the .38 Special rounds.&lt;br /&gt;
* S&amp;amp;W M29&lt;br /&gt;
&lt;br /&gt;
The Smith &amp;amp; Wesson Model 29 .44 Magnum revolver fires one of the most powerful Pistol cartridges in the world. The M29 is known for its deafening sound, bright muzzle flash and powerful recoil.&lt;br /&gt;
* Sawed-Off Shotgun&lt;br /&gt;
&lt;br /&gt;
This is a 12-gauge, double-barreled shotgun with the stock and barrels sawed short. All that&#039;s left of the stock is a Pistol grip and the barrels are roughly 12 inches long. If this weapon is fully-loaded, a character can fire both barrels at once. The character receives a –2 penalty on the attack but deals +1 to damage with a successful hit. Attacking this way uses both shotgun shells.&lt;br /&gt;
* SITES M9 Resolver&lt;br /&gt;
&lt;br /&gt;
The compact SITES weapon is very narrow, making it easy to conceal.&lt;br /&gt;
* Walther PPK&lt;br /&gt;
&lt;br /&gt;
The PPK is a small, simple and reliable autoloader with a design that dates back to the 1930s. It remains in widespread service among European police, military and government agencies.&lt;br /&gt;
* Winchester 94&lt;br /&gt;
&lt;br /&gt;
The Winchester Model 94 Big Bore is a lever-action rifle typical of big-bore hunting rifles found around the world.&lt;br /&gt;
;Martial Ranged Weapons&lt;br /&gt;
* AKM/AK-47&lt;br /&gt;
&lt;br /&gt;
This assault rifle of the old Soviet Union is one of the most popular firearms in the world, having found common use in scores of bush wars and insurrections—on all sides of such conflicts.&lt;br /&gt;
&lt;br /&gt;
The AKM is a slightly more modern version of the AK-47, but functions essentially the same.&lt;br /&gt;
* Barrett Light Fifty&lt;br /&gt;
&lt;br /&gt;
The heavy but rugged Light Fifty is an incredibly powerful weapon for its size. Although it&#039;s a sniper rifle, it fires a .50-caliber machine gun round, a round much more powerful than any other rifle ammunition. Note: Technically classed as an “anti-material rifle” rather than a “sniper rifle,” thus the use of a machine gun round rather than a standard rifle round.&lt;br /&gt;
* Beretta 93R&lt;br /&gt;
&lt;br /&gt;
This close relative of the Beretta 92F looks like a large autoloader but can fire on automatic. It sports a fold-down grip in front of the trigger guard, an extendable steel shoulder stock that is attached to the butt of the Pistol and an extended magazine.&lt;br /&gt;
&lt;br /&gt;
This weapon features a three-round burst setting.&lt;br /&gt;
* HK G3&lt;br /&gt;
&lt;br /&gt;
The G3 fires the powerful 7.62 mm cartridge, a round used in many light machine guns but increasingly uncommon in assault rifles. At one time, over sixty of the world&#039;s armies used this rifle.&lt;br /&gt;
* HK MP5&lt;br /&gt;
&lt;br /&gt;
The Heckler &amp;amp; Koch MP5 family of weapons is among the most recognizable in the world. Many different designs exist; described here is the most basic model.&lt;br /&gt;
&lt;br /&gt;
Due to its high quality of manufacture, the MP5 is always considered a mastercraft weapon. As such, it grants a +1 bonus on attack rolls.&lt;br /&gt;
&lt;br /&gt;
This weapon features a three-round burst setting.&lt;br /&gt;
* HK MP5K&lt;br /&gt;
&lt;br /&gt;
A radically shortened version of the MP5, this weapon is optimized to be concealable. The steps taken to reduce the weapon&#039;s size and weight negate the benefits of the parent weapon&#039;s extraordinary quality and as a result the MP5K is not a mastercraft weapon.&lt;br /&gt;
&lt;br /&gt;
Although it comes with a 15-round magazine, the MP5K can also accept the same 30-round magazine as the MP5 (use of the larger magazine increases the weapon&#039;s size to Large, though).&lt;br /&gt;
&lt;br /&gt;
This weapon features a three-round burst setting.&lt;br /&gt;
* HK PSG1&lt;br /&gt;
&lt;br /&gt;
This high-precision sniper rifle, based on the design of the HK G3, has a fully adjustable trigger and stock for individual users. The PSG1 comes with a standard scope.&lt;br /&gt;
&lt;br /&gt;
Due to its high quality of manufacture, the PSG1 is always considered a mastercraft weapon. As such, it grants a +1 bonus on attack rolls.&lt;br /&gt;
* M16A2&lt;br /&gt;
&lt;br /&gt;
Typical of the assault rifles used by militaries around the world, the Colt M16A2 is the current service rifle of the United States military and is common with other armies and in the civilian world.&lt;br /&gt;
&lt;br /&gt;
The A3 has a three-round burst setting, with a ROF: S, B.&lt;br /&gt;
&lt;br /&gt;
The A4 does not have the three-round burst setting, with a ROF: S, A&lt;br /&gt;
* M4 Carbine&lt;br /&gt;
&lt;br /&gt;
This is a cut-down version of the Colt M16A2, shortened by about a third by means of a telescoping stock and a shorter barrel.&lt;br /&gt;
* M-60&lt;br /&gt;
&lt;br /&gt;
Introduced in the Vietnam War era, this medium machine gun is still in widespread use with the U.S. military and that of several other armies.&lt;br /&gt;
* MAC Ingram M10&lt;br /&gt;
&lt;br /&gt;
No longer in production, about 10,000 of these small submachine guns were made and supplied to United States police forces, the U.S. Army, Cuba and Peru. Light pressure on the trigger produces single shots, while increased pressure brings automatic fire.&lt;br /&gt;
&lt;br /&gt;
The M10 accepts a suppressor without modification.&lt;br /&gt;
* Skorpion&lt;br /&gt;
&lt;br /&gt;
The CZ61 Skorpion is a Czech machine Pistol seen increasingly in the West since the collapse of the Soviet Union. Originally intended for military vehicle crews who don&#039;t have space for an unwieldy longarms, it was widely distributed to Communist countries and in central Africa and can now be found anywhere in the world.&lt;br /&gt;
* Steyr AUG&lt;br /&gt;
&lt;br /&gt;
An unusual and exotic-looking weapon, the bull pup AUG is the standard rifle of the Austrian and Australian armies. It&#039;s completely ambidextrous components make it equally convenient for left- and right-handed users. It features a built-in optical sight gaining a +1 to attack rolls. This weapon features a three-round burst setting.&lt;br /&gt;
* TEC-9&lt;br /&gt;
&lt;br /&gt;
The Intratec TEC-9 is an inexpensive machine pistol popular with Infiltrators because it can be modified with a Craft (mechanical) check DC 15 to fire on automatic. The Pistol only works on semiautomatic fire or, if modified, only on automatic. Once modified to fire on automatic, the TEC-9 cannot be changed back to semiautomatic.&lt;br /&gt;
* Uzi&lt;br /&gt;
&lt;br /&gt;
Designed in the 1950s for the Israeli army, the Uzi has become the most popular submachine gun in the world. It features a collapsible stock, making it extremely compact.&lt;br /&gt;
&lt;br /&gt;
;Exotic Ranged Weapons&lt;br /&gt;
* Flamethrower&lt;br /&gt;
&lt;br /&gt;
A flamethrower consists of a pressurized backpack containing fuel, connected to a tube with a nozzle. It shoots a 5-foot-wide, 30-foot-long line of flame that deals 3d6 points of fire damage to all individuals and objects in its path. No attack roll is necessary. Any individual caught in the line of flame can make a Reflex save (DC 15) to take half damage. Individuals with cover get a bonus on their Reflex save.&lt;br /&gt;
&lt;br /&gt;
A flamethrower&#039;s backpack has hardness 5 and 5 hit points. When worn, the backpack has a AC equal to 9 + the wearer&#039;s Dexterity modifier + the wearer&#039;s class bonus. A backpack reduced to 0 hit points ruptures and explodes, dealing 6d6 points of fire damage to the wearer (no save allowed) and 3d6 points of splash damage to individuals and objects in adjacent 5-foot squares (Reflex save, DC 15, for half damage).&lt;br /&gt;
&lt;br /&gt;
Any individual or flammable object that takes damage from a flamethrower catches on fire; taking 1d6 points of fire damage each subsequent round until the flames are extinguished. A fire engulfing a single individual or object can be doused or smothered as a full-round action. Discharging a fire extinguisher is a move action and instantly smothers flames in a 10-foot-by-10-foot area.&lt;br /&gt;
&lt;br /&gt;
A flamethrower can shoot 10 times before the fuel supply is depleted.&lt;br /&gt;
* M2HB&lt;br /&gt;
&lt;br /&gt;
This heavy-duty .50-caliber machine gun has been in service since World War II and remains a very common vehicle-mounted military weapon around the world.&lt;br /&gt;
* M72A3 LAW&lt;br /&gt;
&lt;br /&gt;
The LAW (light antitank weapon) is a disposable, one-shot rocket launcher. It comes as a short, telescoped fiberglass and aluminum tube. Before using the weapon, the firer must first arm and extend the tube, which is a move action.&lt;br /&gt;
&lt;br /&gt;
When the LAW hits its target, it explodes like a grenade or other explosive, dealing its 10d6 points of damage to all individuals within a 10-foot radius (Reflex save DC 18 for half damage).&lt;br /&gt;
&lt;br /&gt;
The LAW ignores up to 10 points of hardness if it strikes a vehicle, building, or object. However, this only applies to the target struck, not to other objects within the burst radius.&lt;br /&gt;
&lt;br /&gt;
The M72 has a minimum range of 30 feet. If fired against a target closer than 30 feet away, it does not arm and will not explode.&lt;br /&gt;
* M79&lt;br /&gt;
&lt;br /&gt;
This weapon is a single-shot grenade launcher. It fires 40mm grenades (see under Grenades and Explosives). These grenades look like huge rounds an inch and a half across; they can&#039;t be used as hand grenades and the M79 can&#039;t shoot hand grenades.&lt;br /&gt;
&lt;br /&gt;
Attacking with an M79 is identical to throwing an explosive: you make a ranged attack against a specific 5-foot square (instead of targeting a person or individual). The differences between using the M79 and throwing an explosive lie in the range of the weapon (which far exceeds the distance a hand grenade can be thrown) and the fact that the M79 requires a weapon proficiency to operate without penalty.&lt;br /&gt;
;Explosives&lt;br /&gt;
&lt;br /&gt;
These weapons explode or burst, dealing damage to individuals or objects within an area.&lt;br /&gt;
&lt;br /&gt;
Explosives can be thrown or set off in place, depending on the type of explosive device. Dynamite and hand grenades are examples of these weapons.&lt;br /&gt;
&lt;br /&gt;
All explosives must be detonated. Some, such as grenades, include built-in detonators. (Pulling the pin on a grenade is a free action.) Others require timers or other devices to set them off. Detonators are covered in Weapon Accessories.&lt;br /&gt;
&lt;br /&gt;
Explosives require no proficiency to use normally.&lt;br /&gt;
* Thrown Explosives&lt;br /&gt;
&lt;br /&gt;
Make a ranged attack against an unoccupied grid intersection (AC 5 plus range penalties.)&lt;br /&gt;
&lt;br /&gt;
**    Hit: Individuals in all adjacent squares are dealt damage.&lt;br /&gt;
**    Miss: First, roll 1d8 to determine the miss direction of the throw.&lt;br /&gt;
**    1 - Falls short (straight line towards the thrower).&lt;br /&gt;
**    2 through 8 - Count around the target individual or grid intersection in a clockwise direction.&lt;br /&gt;
&lt;br /&gt;
Then, count a number of squares in the indicated direction equal to the number of range increments thrown. The thrown object lands that number of spaces away from the target.&lt;br /&gt;
&lt;br /&gt;
Finally, the item deals damage to all individuals in the square it lands in and in all adjacent squares.&lt;br /&gt;
* Planted Explosives&lt;br /&gt;
&lt;br /&gt;
A planted explosive is set in place, with a timer or fuse determining when it goes off. No attack roll is necessary to plant an explosive; the explosive sits where it is placed until it is moved or goes off.&lt;br /&gt;
&lt;br /&gt;
When a planted explosive detonates, it deals its damage to all targets within the burst radius of the weapon. The targets may make Reflex saves (DC varies according to the explosive type) for half damage.&lt;br /&gt;
* Explosives Table&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039;: The damage dealt by the weapon.&lt;br /&gt;
&lt;br /&gt;
Burst Radius/Splash Damage: All individuals or objects within the burst radius take damage from the explosive.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage Type&#039;&#039;&#039;: Damage from explosives and splash weapons is classified according to type.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Critical&#039;&#039;&#039;: The threat range for a critical hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reflex DC&#039;&#039;&#039;: Any individual caught within the burst radius of an explosive may make a Reflex save against the DC given in this column for half damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Range Increment&#039;&#039;&#039;: If the weapon can be thrown, its range increment is shown in this column. Explosives with no range increment must be set in place before being detonated.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Size&#039;&#039;&#039;: A Small or smaller weapon is considered a light weapon. Medium-size or smaller weapon can be used one-handed or two-handed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weight&#039;&#039;&#039;: This column gives the weapon&#039;s weight.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cost&#039;&#039;&#039;: This is the purchase cost to acquire the weapon. This number reflects the base price and doesn&#039;t include any modifier for purchasing the weapon on the black market.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Grenades and Explosives&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Weapon &lt;br /&gt;
! Damage &lt;br /&gt;
! Critical &lt;br /&gt;
! Damage Type &lt;br /&gt;
! Burst Radius &lt;br /&gt;
! Reflex DC &lt;br /&gt;
! Range Increment &lt;br /&gt;
! Size &lt;br /&gt;
! Weight &lt;br /&gt;
! Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|40mm Fragmentation Grenade ||6d6 ||19-20 x4 ||Slashing ||10 ft. ||15 ||— ||Tiny ||1 lb. ||$650&lt;br /&gt;
|-&lt;br /&gt;
|C4/Semtex ||4d6 ||19-20 x4 ||Bludgeoning ||10 ft. ||18 ||— ||Small ||1 lb. ||$300&lt;br /&gt;
|-&lt;br /&gt;
|Det Cord ||2d6 ||20x4 ||Fire ||See text ||12 ||— ||Med ||2 lb. ||$100&lt;br /&gt;
|-&lt;br /&gt;
|Dynamite ||2d6 ||19-20/x4 ||Bludgeoning ||5 ft. ||15 ||10 ft. ||Tiny ||1 lb. ||$300&lt;br /&gt;
|-&lt;br /&gt;
|Fragmentation Grenade ||6d6 ||19-20/x4 ||Slashing ||20 ft. ||15 ||10 ft. ||Tiny ||1 lb. ||$575&lt;br /&gt;
|-&lt;br /&gt;
|Molotov Cocktail ||1d6/&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|1d4 Splash&lt;br /&gt;
|-&lt;br /&gt;
|||20 ||Fire ||5 ft ||12 ||10 ft ||Small ||1 lb ||$10&lt;br /&gt;
|-&lt;br /&gt;
|Smoke Grenade ||See text ||— ||— ||See text ||— ||10 ft. ||Small ||2 lb. ||$50&lt;br /&gt;
|-&lt;br /&gt;
|Tear gas Grenade ||See text ||— ||— ||See text ||— ||10 ft. ||Small ||2 lb. ||$300&lt;br /&gt;
|-&lt;br /&gt;
|Thermite Grenade ||8d6 ||19-20/x4 ||Fire ||5 ft. ||12 ||10 ft. ||Small ||2 lb. ||$850&lt;br /&gt;
|-&lt;br /&gt;
|White Phosphorus Grenade ||8d6 ||19-20 x4 ||Fire ||20 ft. ||12 ||10 ft. ||Small ||2 lb. ||$625&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Grenades and Explosives&lt;br /&gt;
&lt;br /&gt;
Many explosives require detonators, which are described in Weapon Accessories.&lt;br /&gt;
&lt;br /&gt;
No feat is required to use these thrown weapons.&lt;br /&gt;
* 40mm Fragmentation Grenade&lt;br /&gt;
&lt;br /&gt;
This small explosive device must be fired from a 40mm grenade launcher, such as the M79. It sprays shrapnel in all directions when it explodes.&lt;br /&gt;
&lt;br /&gt;
The cost given is for a box of 6 grenades.&lt;br /&gt;
* C4/Semtex&lt;br /&gt;
&lt;br /&gt;
So-called “plastic” explosives resemble slabs of wax and can take various shapes. The information on the table represents a 1-pound block. Additional blocks can be wired together, increasing the damage and burst radius; each additional block increases the damage by +2d6 and the burst radius by 2 feet and requires a Craft (explosives) check (DC 15) to link them.&lt;br /&gt;
&lt;br /&gt;
The cost given represents a package of 4 blocks.&lt;br /&gt;
&lt;br /&gt;
C4/Semtex requires a detonator to set off.&lt;br /&gt;
* Det Cord&lt;br /&gt;
&lt;br /&gt;
Det cord is an explosive in a rope-like form. Technically, det cord doesn&#039;t explode—but it burns so fast (4,000 yards per second) that it might as well be exploding. Normally used to string multiple explosive charges together for simultaneous detonation (allowing a single detonator to set them all off) det cord can also be looped around a tree or post or other object to cut it neatly in half.&lt;br /&gt;
&lt;br /&gt;
The information on the table represents a 50-foot length. A length of det cord can be spread out to pass through up to ten 5-foot squares. When this is the case, it deals the indicated damage to all individuals in each 5-foot square through which it passes.&lt;br /&gt;
&lt;br /&gt;
It can also be doubled up; for each additional 5 feet of cord within a single 5-foot square, increase the damage by +1d6.&lt;br /&gt;
&lt;br /&gt;
Det cord requires a detonator to set it off.&lt;br /&gt;
* Dynamite&lt;br /&gt;
&lt;br /&gt;
Perhaps one of the most common and straightforward explosives, dynamite is very stable under normal conditions. A stick of dynamite requires a fuse or detonator to set it off. Additional sticks can be set off at the same time if they are within the burst radius of the first stick, increasing the damage and burst radius of the explosion. Each additional stick increases the damage by +1d6 (maximum 10d6) and the burst radius by 5 feet (maximum 20 feet).&lt;br /&gt;
&lt;br /&gt;
It&#039;s possible to wire together several sticks of dynamite for even greater explosive effect. Doing so requires a Craft (explosives) (DC 10 + 1 per stick). If the character succeeds on the check, the damage or the burst radius of the explosion increases by 50% (the character&#039;s choice).&lt;br /&gt;
&lt;br /&gt;
Dynamite is sold in boxes of 12 sticks.&lt;br /&gt;
&lt;br /&gt;
To set off dynamite using a fuse, the fuse must first be lit, requiring a move action (and a lighter or other source of flame). The amount of time until the dynamite explodes depends on the length of the fuse—a fuse can be cut short enough for the dynamite to detonate in the same round (allowing it to be used much like a grenade) or long enough to take several minutes to detonate. Cutting the fuse to the appropriate length requires a move action.&lt;br /&gt;
* Fragmentation Grenade&lt;br /&gt;
&lt;br /&gt;
The most common military grenade, this is a small explosive device that sprays shrapnel in all directions when it explodes.&lt;br /&gt;
&lt;br /&gt;
The cost given is for a box of 6 grenades.&lt;br /&gt;
* Molotov Cocktail&lt;br /&gt;
&lt;br /&gt;
A Molotov cocktail is a flask containing a flammable liquid, plugged with a rag. A Molotov cocktail is easily made by hand with a Craft (explosives) DC 10 or Intelligence check DC 15.&lt;br /&gt;
&lt;br /&gt;
To use it, the rag must first be lit, requiring a move action (and a lighter or other source of flame). The cocktail detonates in 2 rounds or on impact with a solid object, whichever comes first.&lt;br /&gt;
&lt;br /&gt;
A target that takes a direct hit is dealt an additional 1d6 points of fire damage in the following round and risks catching on fire.&lt;br /&gt;
* Smoke Grenade&lt;br /&gt;
&lt;br /&gt;
On the round when it is thrown, a smoke grenade fills the four squares around it with smoke. On the following round, it fills all squares within 10 feet and on the third round it fills all squares within 15 feet. The smoke obscures all sight, including the darkvision ability granted by night vision goggles. Any individual within the area has total concealment. It disperses after 10 rounds, though a moderate wind (11+ mph) disperses the smoke in 4 rounds and a strong wind (21+ mph) disperses it in 1 round. Smoke grenades are available in several colors, including white, red, yellow, green and purple. As such, they can be used as signal devices.&lt;br /&gt;
&lt;br /&gt;
The cost given is for a box of 6 grenades.&lt;br /&gt;
* Tear Gas Grenade&lt;br /&gt;
&lt;br /&gt;
On the round that it is thrown, a tear gas grenade fills a 5-foot radius with a cloud of irritant that causes eyes to fill with tears. On the following round, it fills a 10-foot radius and on the third round it fills a 15-foot radius. It disperses after 10 rounds, though a moderate wind (11+ mph) disperses the smoke in 4 rounds and a strong wind (21+ mph) disperses it in 1 round.&lt;br /&gt;
&lt;br /&gt;
A character caught in a cloud of tear gas must make a Fortitude save (DC 15) or be nauseated. This effect lasts as long as the character is in the cloud and for 1d6 rounds after he or he leaves the cloud. A gas mask renders the target immune to the effects. A wet cloth held over the eyes, nose and mouth provides a +2 bonus on the Fortitude save.&lt;br /&gt;
&lt;br /&gt;
The cost given is for a box of 6 grenades.&lt;br /&gt;
* Thermite Grenade&lt;br /&gt;
&lt;br /&gt;
Thermite does not technically explode. Instead, it creates intense heat meant to burn or melt through an object upon which the grenade is set. Military forces use thermite grenades to quickly destroy key pieces of equipment.&lt;br /&gt;
&lt;br /&gt;
The cost given is for a box of 6 grenades.&lt;br /&gt;
* White Phosphorus Grenade&lt;br /&gt;
&lt;br /&gt;
White phosphorus grenades use an explosive charge to distribute burning phosphorus across the burst radius. Any target that takes damage from a White Phosphorus grenade is dealt an additional 2d6 points of fire damage in the following round and risks catching on fire.&lt;br /&gt;
&lt;br /&gt;
In addition, a WP grenade creates a cloud of smoke. Treat a white phosphorus grenade as a smoke grenade.&lt;br /&gt;
&lt;br /&gt;
The cost given is for a box of 6 grenades.&lt;br /&gt;
&lt;br /&gt;
== Melee Weapons ==&lt;br /&gt;
&lt;br /&gt;
Melee weapons are used in close combat and they are generally among the simplest types of weapons.&lt;br /&gt;
;Melee Weapons Table&lt;br /&gt;
&lt;br /&gt;
Melee weapons are described by a number of statistics, as shown on Table: Melee Weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039;: The damage the weapon deals on a successful hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Critical&#039;&#039;&#039;: The threat range for a critical hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage Type&#039;&#039;&#039;: Melee weapon damage is classified according to type: bludgeoning, energy, piercing and slashing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Range Increment&#039;&#039;&#039;: Melee weapons that are designed to be thrown can be used to make ranged attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Size&#039;&#039;&#039;: A Small or smaller weapon is considered a light weapon. It can be used one-handed and, as a light weapon, is easier to use in a character&#039;s off hand.&lt;br /&gt;
&lt;br /&gt;
A Medium-size or smaller weapon can be used one-handed or two-handed.&lt;br /&gt;
&lt;br /&gt;
A Large weapon requires two hands.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weight&#039;&#039;&#039;: This column gives the weapon&#039;s weight.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cost&#039;&#039;&#039;: This is the purchase cost to acquire the weapon.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Simple Melee Weapons&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Weapon &lt;br /&gt;
! Damage &lt;br /&gt;
! Critical &lt;br /&gt;
! Damage Type &lt;br /&gt;
! Range Increment &lt;br /&gt;
! Size &lt;br /&gt;
! Weight &lt;br /&gt;
! Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Cleaver ||1d6 ||19–20 ||Slashing ||10 ft. ||Small ||2 lb. ||$10&lt;br /&gt;
|-&lt;br /&gt;
|Knife ||1d4 ||19–20 ||Piercing ||10 ft. ||Tiny ||1 lb. ||$15&lt;br /&gt;
|-&lt;br /&gt;
|Metal Baton ||1d6 ||19–20 ||Bludgeoning ||— ||Med ||2 lb. ||$25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Exotic Melee Weapons&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Weapon &lt;br /&gt;
! Damage &lt;br /&gt;
! Critical &lt;br /&gt;
! Damage Type &lt;br /&gt;
! Range Increment &lt;br /&gt;
! Size &lt;br /&gt;
! Weight &lt;br /&gt;
! Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Chain saw ||3d6 ||18–20 x4 ||Slashing ||— ||Large ||10 lb. ||$150&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+No Feat Required Melee Weapons&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Weapon &lt;br /&gt;
! Damage &lt;br /&gt;
! Critical &lt;br /&gt;
! Damage Type &lt;br /&gt;
! Range Increment &lt;br /&gt;
! Size &lt;br /&gt;
! Weight &lt;br /&gt;
! Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Pistol Whip ||1d4 ||20 ||Bludgeoning ||— ||Small ||— ||—&lt;br /&gt;
|-&lt;br /&gt;
|Rifle Butt ||1d6 ||20 ||Bludgeoning ||— ||Large ||— ||—&lt;br /&gt;
|-&lt;br /&gt;
|Straight Razor ||1d3 ||18–20 ||Slashing ||— ||Tiny ||0.5 lb. ||$5&lt;br /&gt;
|-&lt;br /&gt;
|Stun Gun ||1d3 ||20 ||Electricity ||— ||Tiny ||1 lb. ||$40&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Simple Melee Weapons&lt;br /&gt;
&lt;br /&gt;
Generally inexpensive and light in weight, simple weapons get the job done nevertheless.&lt;br /&gt;
* Cleaver&lt;br /&gt;
&lt;br /&gt;
Heavy kitchen knives can be snatched up for use as weapons in homes and restaurants.&lt;br /&gt;
* Knife&lt;br /&gt;
&lt;br /&gt;
This category of weapon includes hunting knives, butterfly knives and switchblades.&lt;br /&gt;
* Metal Baton&lt;br /&gt;
&lt;br /&gt;
This weapon can be collapsed to reduce its size and increase its conceal-ability. Extending or collapsing the baton is a free action.&lt;br /&gt;
;Exotic Melee Weapons.&lt;br /&gt;
* Chain Saw&lt;br /&gt;
&lt;br /&gt;
Military and police units use powered saws to cut through fences and open doors rapidly.&lt;br /&gt;
;No Proficiency Required Melee Weapons&lt;br /&gt;
* Pistol Whip&lt;br /&gt;
&lt;br /&gt;
Using a Pistol as a melee weapon can deal greater damage than attacking unarmed.&lt;br /&gt;
* Rifle Butt&lt;br /&gt;
&lt;br /&gt;
The butt of a rifle can be used as an impromptu club.&lt;br /&gt;
* Straight Razor&lt;br /&gt;
&lt;br /&gt;
Favored by old-school organized crime “mechanics,” this item can still be found in some barbershops and shaving kits.&lt;br /&gt;
* Stun Gun&lt;br /&gt;
&lt;br /&gt;
Although the name suggests a ranged weapon, a stun gun requires physical contact to affect its target. The stun gun deals 1d3 points of electricity damage and the target must make a Fortitude saving throw (DC 15) or be paralyzed for 1d6 rounds.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Accessories&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Object &lt;br /&gt;
! Size &lt;br /&gt;
! Weight &lt;br /&gt;
! Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Box magazine ||Tiny ||0.5 lb. ||$5&lt;br /&gt;
|-&lt;br /&gt;
|Detonator, Blasting Cap ||Tiny ||0.5 lb. ||$20&lt;br /&gt;
|-&lt;br /&gt;
|Detonator, Radio Controlled ||Tiny ||0.5 lb. ||$40&lt;br /&gt;
|-&lt;br /&gt;
|Detonator, Timed ||Tiny ||0.5 lb. ||$30&lt;br /&gt;
|-&lt;br /&gt;
|Detonator, Wired ||Tiny ||1 lb. ||$20&lt;br /&gt;
|-&lt;br /&gt;
|Holster, Hip ||Tiny ||1 lb. ||$35&lt;br /&gt;
|-&lt;br /&gt;
|Holster, Concealed ||Tiny ||0.5 lb. ||$40&lt;br /&gt;
|-&lt;br /&gt;
|Illuminator ||Tiny ||0.5 lb. ||$85&lt;br /&gt;
|-&lt;br /&gt;
|Laser sight ||Tiny ||0.5 lb. ||$25&lt;br /&gt;
|-&lt;br /&gt;
|Scope, Standard ||Tiny ||0.5 lb. ||$70&lt;br /&gt;
|-&lt;br /&gt;
|Scope, Electro-Optical ||Small ||3 lb. ||$110&lt;br /&gt;
|-&lt;br /&gt;
|Speed loader ||Tiny ||0.5 lb. ||$25&lt;br /&gt;
|-&lt;br /&gt;
|Suppressor, Pistol ||Tiny ||1 lb. ||$250&lt;br /&gt;
|-&lt;br /&gt;
|Suppressor, Rifle ||Small ||4 lb. ||$400&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>99.91.0.249</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Weapons&amp;diff=1193</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Weapons&amp;diff=1193"/>
		<updated>2015-05-11T23:01:12Z</updated>

		<summary type="html">&lt;p&gt;99.91.0.249: /* Weapon Categories */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Weapon Categories==&lt;br /&gt;
Weapons have multi stats that change how effective they are in different engagements. &lt;br /&gt;
&lt;br /&gt;
There are 3 categories of weapons in Future Path:&lt;br /&gt;
#Archaic&lt;br /&gt;
#Simple&lt;br /&gt;
#Exotic&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Archaic&#039;&#039;&#039;: is anything that is so old is it never really used unless by people who love to mess with old type of stuff. For example the bow/arrow. And old style projectile weapon that appears simple at first glance but is actually difficult to master. &lt;br /&gt;
** Arcane weapons require the Arcane Weapon Proficiency Feat or you take a -4 and cannot use Ability/Affinity bonuses for hit checks.&lt;br /&gt;
* &#039;&#039;&#039;Simple&#039;&#039;&#039;: weapons are weapons that are common place for your Character. They usual follow a standard and design and are intuitive too use. For example a pistol or rifle. Both still require time to master but the basic principle of handle/trigger/end with hole point toward bad guy concept is common knowledge. &lt;br /&gt;
**Simple weapons require not feat to use without penalty however you still cannot apply Affinity bonus to a weapon you do not have a proficiency with.&lt;br /&gt;
* &#039;&#039;&#039;Exotic&#039;&#039;&#039;: are weapons that are notorious to get use too. They do not necessarily follow the simple model that most weapons follow and/or they have uniq properties that make it less intuitive too use. The Flamethrower or Grenade Launcher are examples. Perhaps a Portal Gun as well.&lt;br /&gt;
** Exotic weapons like Arcane weapons require the Exotic Weapon Proficiency Feat or you take a -4 and cannot use Ability/Affinity Bonuses for hit checks.&lt;br /&gt;
&lt;br /&gt;
==Future Path Common Weapons==&lt;br /&gt;
In Future Path the common weapons of choice are usually a ranged weapon. There are six different primary types of Range Weapons with tech levels of 1-4 and each type has a dice commonly associated with it.&lt;br /&gt;
&lt;br /&gt;
*Weapon Type: Weapon Dice(Damage)&lt;br /&gt;
#Arcane Range weapons: 1d4/1d6&lt;br /&gt;
#Handguns: 1d6&lt;br /&gt;
#Sub-Machine Guns: 2x 1d4 &lt;br /&gt;
#Manual Rifles: 1d8&lt;br /&gt;
#Shotguns: 1d10 &lt;br /&gt;
#Automatic Rifles: 2x 1d6 &lt;br /&gt;
#Machine Guns: 1d12&lt;br /&gt;
&lt;br /&gt;
The Weapon Dice are just a &#039;rule of thumb&#039; and there are exceptions from time to time. &lt;br /&gt;
&lt;br /&gt;
Besides Ranged weapons there are also Melee weapons. Everything from an old style sword to a lazer blade/light saber. &lt;br /&gt;
&lt;br /&gt;
Melee weapons have two sub-categorizes. One Handed, Two Handed Melee Weapons. &lt;br /&gt;
&lt;br /&gt;
==Weapon Technology==&lt;br /&gt;
Weapons evolve with technology and at different tech levels will have adjustments to their stats. Weapons have a tech level.  0 - 4. All 0 tech level weapons are considered Arcane. If you handle a weapon of a hirer tech level then your character you cannot apply your affinity bonus to use it until you increase your tech skill to that level. Weapons of higher tech level gain additional features but do not necessary increase the hit die unless specified. Here are some common attributes higher tech level weapons will see increased.&lt;br /&gt;
* Accuracy (Bonus to hit)&lt;br /&gt;
* Base damage (A built in bonus to damage IE: +1 damge after roll) &lt;br /&gt;
* DR priecing (Can remove some of the DR that Armor can provide)&lt;br /&gt;
* Weight, capacity of ammunition, range&lt;br /&gt;
&lt;br /&gt;
Most people think that a better weapon implies more damage. But if the rules of combat are followed correctly players will have to be dealing with Range and amo issues. And out side of combat they may have to deal with the weight of their weapons interfering with their ability to carry of equipment/resources/loot. A light weight high capacity firearm that also happens to have excellent range is hard to come by. More advance civilizations will be concerned with these matters more then simply &#039;does it do more damage?&#039;. This doesn&#039;t mean there cannot be weapons that do extreme amounts of damage but most are restricted to robots/space ships/tanks and alike.&lt;br /&gt;
&lt;br /&gt;
== Weapon Attributes ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Capacity&#039;&#039;&#039;&lt;br /&gt;
A firearm&#039;s capacity is the number of shots it can hold at one time. When making a full-attack action, you may fire a firearm as many times in a round as you have attacks, up to this limit, unless you can reload the weapon as a swift or free action while making a full-attack action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Loading a Firearm&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You need at least one hand free to load one-handed and two-handed firearms. In the case of two-handed firearms, you hold the weapon in one hand and load it with the other—you only need to hold it in two hands to aim and shoot the firearm.&lt;br /&gt;
&lt;br /&gt;
The Rapid Reload feat reduces the time required to load one-handed and two-handed firearms.&lt;br /&gt;
&lt;br /&gt;
Loading any firearm provokes attacks of opportunity.&lt;br /&gt;
&lt;br /&gt;
Advanced firearms that are chamber (Cylinder or Internal) loaded use a move action to load a one-handed or a two-handed advanced firearm to its full capacity.&lt;br /&gt;
&lt;br /&gt;
Reloading a firearm with an already filled box magazine or speed loader is a swift action.&lt;br /&gt;
&lt;br /&gt;
These reloading actions are move actions: refilling a box magazine or speed-loader, reloading a revolver without a speed-loader, or reloading any internal magazine.&lt;br /&gt;
&lt;br /&gt;
Loading a belt of linked ammunition is an immediate action. Linking two belts together is a swift action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kick&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Many modern firearms have a powerful kick after being shot. This can interfere with your aim. If a firearm has a damage bonus that is greater than your strength bonus, you subtract the difference from your attack roll.&lt;br /&gt;
&lt;br /&gt;
If a firearm has a tripod, you subtract reduce this penalty by [1] in the attack modifier.&lt;br /&gt;
&lt;br /&gt;
If a firearm is mounted, you subtract reduce this penalty by [2] in the attack modifier.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Misfires&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All modern firearms misfire on a natural roll of 1 and that shot misses, even if you would have otherwise hit the target. When a firearm misfires, it gains the broken condition, suffering the normal penalties and its misfire value increases by 4.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Range and Penetration&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Advanced firearms resolve their attacks against touch AC when the target is within the first five range increments, but this type of attack is not considered a touch attack for the purposes of feats such as Deadly Aim. At higher range increments, the attack resolves normally, including taking the normal cumulative –2 penalty for each full-range increment. Advanced firearms have a maximum range of 10 range increments.&lt;br /&gt;
== Firearm Ammunition ==&lt;br /&gt;
&lt;br /&gt;
Ammunition for firearms and other ranged weapons is covered below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Ammunition Type (Quantity) &lt;br /&gt;
! Cost &lt;br /&gt;
! Damage Modifier&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|5.56mm (20) ||$7.50 ||+0&lt;br /&gt;
|-&lt;br /&gt;
|7.62mm (20) ||$7.50 ||+1&lt;br /&gt;
|-&lt;br /&gt;
|7.62mmR (20) ||$7.50 ||+1&lt;br /&gt;
|-&lt;br /&gt;
|.444 caliber (20) ||$15 ||+2&lt;br /&gt;
|-&lt;br /&gt;
|.50 caliber (20) ||$15 ||+3&lt;br /&gt;
|-&lt;br /&gt;
|9mm (50) ||$10 ||+2&lt;br /&gt;
|-&lt;br /&gt;
|10mm (50) ||$10 ||+3&lt;br /&gt;
|-&lt;br /&gt;
|.22 caliber (50) ||$7.50 ||+0&lt;br /&gt;
|-&lt;br /&gt;
|.32 caliber (50) ||$20 ||+0&lt;br /&gt;
|-&lt;br /&gt;
|.38 special (50) ||$20 ||+1&lt;br /&gt;
|-&lt;br /&gt;
|.357 caliber (50) ||$20 ||+1&lt;br /&gt;
|-&lt;br /&gt;
|.44 caliber (50) ||$20 ||+2&lt;br /&gt;
|-&lt;br /&gt;
|.45 caliber (50) ||$20 ||+2&lt;br /&gt;
|-&lt;br /&gt;
|.50AE caliber (50) ||$20 ||+3&lt;br /&gt;
|-&lt;br /&gt;
|10-gauge buckshot (10) ||$20 ||+3&lt;br /&gt;
|-&lt;br /&gt;
|12-gauge buckshot (10) ||$20 ||+2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Purchase Notes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;5.56mm, 7.62mm, 7.62mmR, .444, .50&lt;br /&gt;
&lt;br /&gt;
:These calibers of ammunition are generally used in rifles, assault rifles, or machine guns and are sold in boxes of 20 rounds each.&lt;br /&gt;
&lt;br /&gt;
;9mm, 10mm, .22, .32, .38 S, .357, .44, .45, .50AE&lt;br /&gt;
&lt;br /&gt;
:These calibers are generally used in pistols or submachine guns and are sold in boxes of 50 rounds each.&lt;br /&gt;
&lt;br /&gt;
;10-gauge Buckshot, 12-gauge Buckshot &lt;br /&gt;
&lt;br /&gt;
Shotgun shells are sold in boxes of ten.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Ammunition&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A special, Magnum, or AE ammunition round will increase the critical threat range by one.&lt;br /&gt;
== Firearm Types ==&lt;br /&gt;
&#039;&#039;&#039;Handguns&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Handguns can be broken down into three smaller groups: autoloaders, revolvers and machine pistols.&lt;br /&gt;
&lt;br /&gt;
Autoloaders (sometimes called “automatics”) feature removable box magazines and some models hold quite a lot of ammunition.&lt;br /&gt;
&lt;br /&gt;
Revolvers are relatively simple firearms that store several rounds (usually six) in a revolving cylinder&lt;br /&gt;
&lt;br /&gt;
Machine pistols are automatic weapons small enough to be fired with one hand.&lt;br /&gt;
&lt;br /&gt;
Handguns can be broken down into two smaller groups - revolvers and autoloaders.&lt;br /&gt;
&lt;br /&gt;
Revolvers are relatively simple firearms that store several rounds (usually six) in a revolving cylinder&lt;br /&gt;
&lt;br /&gt;
Autoloaders (frequently called “automatics”) feature removable box magazines and some models hold quite a lot of ammunition. While most autoloaders are semi-automatic, firing one round for each pull of the trigger, some specialty models exist which are capable of Autofire. These are referred to as Machine Pistols&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Longarms&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Longarms are personal firearms that require two hands to be fired without penalty. If fired with only one hand, there is a -4 to attack. This group includes hunting and sniping rifles, assault rifles and most submachine guns.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Machine Guns&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Machine guns are belt-fed weapons that typically fire rifle cartridges or light cannon rounds. Lighter guns are frequently carried by dismounted troops and fired from a bipod or occasionally a tripod, while heavier machine guns are found on either a tripod or a vehicle mount. Most are only capable of autofire, with a few examples (such as the German MG-34, MG-42and MG-3) being capable of single-shot firing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shotguns&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Shotguns are large-bore weapons that have the Scatter Weapon Quality.&lt;br /&gt;
&lt;br /&gt;
If a slug is used to attack then increase the critical hit modifier to x4. Slugs can only target one individual.&lt;br /&gt;
&lt;br /&gt;
If pellets are used, the shot gun fires in a cone (15&#039;). All individuals within the cone are targets and each must be rolled separately, with a modifier of -2. In addition, targets are unable to use any concealment abilities. This will affect all targets within the cone, each with a -2 to hit.&lt;br /&gt;
 &lt;br /&gt;
== Firearm Rate of Fire ==&lt;br /&gt;
&#039;&#039;&#039;Single Shot&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is a single shot per each attack granted by the PC&#039;s Base Attack Bonus.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Semi-Automatic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is a full-attack action, you can fire one additional time this round. All of your attack rolls take a –2 penalty when using semi-automatic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Burst Fire&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As a standard action, the character fires 3 – 10 rounds. On a successful attack, the first round will hit and for every 5 points above the target&#039;s Armor Class, the character gains an additional hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Automatic Fire&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Automatic is a full round action and a character can fire in a cone (see below). All individuals within the cone (30&#039;) are targets and each must be rolled separately, with a modifier of -4. In addition, targets are unable to use any concealment abilities.&lt;br /&gt;
&lt;br /&gt;
Machine guns only have autofire settings and can&#039;t normally fire single shots. These weapons can fire as cone (60&#039;) attack, each with a -4 to hit.&lt;br /&gt;
&lt;br /&gt;
If there is only one target aimed at, as a full round action on a successful attack, the first round will hit and for every 5 points above the targets Armor Class the character gains an additional hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: A critical hit or sneak attack damage is only applied to the first bullet-strike, regardless of how many rounds end up hitting the target.&lt;br /&gt;
&lt;br /&gt;
More information on firearms can be found in The Pathfinder Role Playing Game: Ultimate Combat and for enhanced rules see; Super Genius Games: Anachronistic Adventurers: The Enforcer.&lt;br /&gt;
&lt;br /&gt;
== Ranged Weapons Table ==&lt;br /&gt;
&lt;br /&gt;
Ranged weapons are described by a number of statistics, as shown on Table: Ranged Weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039;: The damage the weapon deals on a successful hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Critical&#039;&#039;&#039;: The threat range for a critical hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage Type&#039;&#039;&#039;: Ranged weapon damage is classified as Piercing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Modern firearm attacks are against the target&#039;s touch AC for the first 5 range increments and have a full 10 range increments.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rate of Fire&#039;&#039;&#039;: How many rounds the firearm fires per round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Capacity&#039;&#039;&#039;: The weapon&#039;s magazine capacity and type are given in this column.&lt;br /&gt;
&lt;br /&gt;
* Box: A box magazine is any type of magazine that can be removed and reloaded separately from the weapon.&lt;br /&gt;
&lt;br /&gt;
* Cylinder: A revolver keeps its ammunition in a cylinder.&lt;br /&gt;
&lt;br /&gt;
* Internal: Some weapons keep their ammunition in an internal space, which must be loaded by hand.&lt;br /&gt;
&lt;br /&gt;
* Belt Feed: Machine guns use linked ammunition.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Size&#039;&#039;&#039;: A Small or smaller weapon is considered a light weapon. A Medium-size or smaller weapon can be used one-handed or two-handed. A Large weapon requires two hands. A Huge weapon requires two hands and a bipod or other mount.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weight&#039;&#039;&#039;: This column gives the weapon&#039;s weight when fully loaded.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cost&#039;&#039;&#039;: This is the purchase cost to acquire the weapon.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+No Proficiency Required - Ranged&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Weapon &lt;br /&gt;
! Damage &lt;br /&gt;
! Critical &lt;br /&gt;
! Damage Type &lt;br /&gt;
! Range Increment &lt;br /&gt;
! Rate of Fire &lt;br /&gt;
! Cap &lt;br /&gt;
! Size &lt;br /&gt;
! Wt &lt;br /&gt;
! Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Pepper spray ||Special ||— ||Special ||5 ft. ||1 ||1 int. ||Tiny ||0.5 lb. ||$10&lt;br /&gt;
|-&lt;br /&gt;
|Taser ||1d4 ||— ||Electricity ||5 ft. ||1 ||1 int. ||Small ||2 lb. ||$50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Simple Weapons&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Weapon &lt;br /&gt;
! Damage &lt;br /&gt;
! Critical &lt;br /&gt;
! Damage Type &lt;br /&gt;
! Range Increment &lt;br /&gt;
! Rate &lt;br /&gt;
! Cap &lt;br /&gt;
! Size &lt;br /&gt;
! Wt &lt;br /&gt;
! Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Benelli 121 M1&lt;br /&gt;
|-&lt;br /&gt;
|12-gague Shotgun ||2d8+2 ||19-20 x2 ||P ||40 ft. ||S ||7 int ||Large ||8 lb. ||$500&lt;br /&gt;
|-&lt;br /&gt;
|Beretta 92F&lt;br /&gt;
|-&lt;br /&gt;
|9mm Autoloader ||2d6+2 ||x4 ||P ||40 ft. ||S ||15 box ||Small ||3 lb. ||$450&lt;br /&gt;
|-&lt;br /&gt;
|Beretta M3P&lt;br /&gt;
|-&lt;br /&gt;
|12-gauge Shotgun ||2d8+2 ||19-20 x2 ||P ||30 ft. ||S ||5 box ||Large ||9 lb ||$650&lt;br /&gt;
|-&lt;br /&gt;
|Browning BPS&lt;br /&gt;
|-&lt;br /&gt;
|10-gauge Shotgun ||2d10 +3 ||19-20 x2 ||P ||30 ft ||Single ||5 int. ||Large ||11 lb. ||$700&lt;br /&gt;
|-&lt;br /&gt;
|Colt Double Eagle 10 mm Autoloader ||2d6+3 ||x4 ||P ||30 ft. ||S ||9 box ||Small ||3 lb. ||$750&lt;br /&gt;
|-&lt;br /&gt;
|Colt M1&lt;br /&gt;
|-&lt;br /&gt;
|.45 Autoloader ||2d6+2 ||x4 ||P ||30 ft. ||S ||7 box ||Small ||3 lb. ||$700&lt;br /&gt;
|-&lt;br /&gt;
|Colt Python&lt;br /&gt;
|-&lt;br /&gt;
|.357 Revolver ||2d6+1 ||x4 ||P ||40 ft. ||S ||6 cyl. ||Med ||3 lb. ||$700&lt;br /&gt;
|-&lt;br /&gt;
|Compound Bow ||2d8 ||20 ||P ||40 ft. ||1 ||— ||Large ||3 lb. ||$150&lt;br /&gt;
|-&lt;br /&gt;
|Derringer .45 ||2d6+2 ||x4 ||P ||10 ft. ||Single ||2 int. ||Tiny ||1 lb. ||$500&lt;br /&gt;
|-&lt;br /&gt;
|Desert Eagle&lt;br /&gt;
|-&lt;br /&gt;
|.50AE Autoloader ||2d8+3 ||x4 ||P ||40 ft. ||S ||8 box ||Med ||4 lb. ||$1,500&lt;br /&gt;
|-&lt;br /&gt;
|Gloc.&lt;br /&gt;
|-&lt;br /&gt;
|9mm Autoloader ||2d6+2 ||x4 ||P ||30 ft. ||S ||17 box ||Small ||2 lb. ||$500&lt;br /&gt;
|-&lt;br /&gt;
|Gloc.&lt;br /&gt;
|-&lt;br /&gt;
|10mm Autoloader ||2d6+3 ||x4 ||P ||40 ft. ||S ||15 box ||Small ||3 lb. ||$600&lt;br /&gt;
|-&lt;br /&gt;
|Mossberg&lt;br /&gt;
|-&lt;br /&gt;
|12-gauge Shotgun ||2d8+2 ||x2 ||P ||30 ft. ||Single ||6 int. ||Large ||7 lb. ||$350&lt;br /&gt;
|-&lt;br /&gt;
|Pathfinder&lt;br /&gt;
|-&lt;br /&gt;
|.22 Revolver ||2d4 ||20 x4 ||P ||20 ft. ||S ||6 cyl. ||Tiny ||1 lb. ||$475&lt;br /&gt;
|-&lt;br /&gt;
|Remington 700 7.62mm Hunting Rifle ||2d10+1 ||x4 ||P ||300 ft. ||Single ||5 int. ||Large ||8 lb. ||$900&lt;br /&gt;
|-&lt;br /&gt;
|Ruger Service-Six .38S Revolver ||2d6+1 ||x4 ||P ||30 ft. ||S ||6 cyl. ||Small ||2 lbs ||$500&lt;br /&gt;
|-&lt;br /&gt;
|S&amp;amp;W M29&lt;br /&gt;
|-&lt;br /&gt;
|.44 Magnum Revolver ||2d8+2 ||x4 ||P ||30 ft. ||S ||6 cyl. ||Med ||3 lb. ||$850&lt;br /&gt;
|-&lt;br /&gt;
|Sawed-off&lt;br /&gt;
|-&lt;br /&gt;
|12-ga Shotgun ||2d8+3 ||19-20 x2 ||P ||10 ft. ||S ||2 int. ||Med ||4 lb. ||$575&lt;br /&gt;
|-&lt;br /&gt;
|SITES M9&lt;br /&gt;
|-&lt;br /&gt;
|9mm Autoloader ||2d6+2 ||x4 ||P ||30 ft. ||S ||8 box ||Tiny ||2 lb. ||$500&lt;br /&gt;
|-&lt;br /&gt;
|Walther PPK&lt;br /&gt;
|-&lt;br /&gt;
|.32 Autoloader ||2d4 ||x4 ||P ||10 ft. ||S ||7 box ||Small ||1 lb. ||$500&lt;br /&gt;
|-&lt;br /&gt;
|Winchester ||2d10+1 ||x4 ||P ||300 ft. ||Single ||6 int. ||Large ||7 lb. ||$575&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Martial Ranged Weapons&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Weapon &lt;br /&gt;
! Damage &lt;br /&gt;
! Critical &lt;br /&gt;
! Damage Type &lt;br /&gt;
! Range Increment &lt;br /&gt;
! Rate of Fire &lt;br /&gt;
! Cap &lt;br /&gt;
! Size &lt;br /&gt;
! Wt &lt;br /&gt;
! Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|AKM/AK-47 7.62x39mm&lt;br /&gt;
|-&lt;br /&gt;
|Assault Rifle ||2d8+1 ||19-20 x4 ||P ||70 ft. ||S, A ||30 box ||Large ||10 lb. ||$575&lt;br /&gt;
|-&lt;br /&gt;
|Barrett Light Fifty&lt;br /&gt;
|-&lt;br /&gt;
|.50 Sniper Rifle ||2d12+3 ||19-20 x4 ||P ||600 ft. ||S ||11 box ||Huge ||35 lb. ||$8,000&lt;br /&gt;
|-&lt;br /&gt;
|Beretta 93R&lt;br /&gt;
|-&lt;br /&gt;
|9mm Machine Pistol ||2d6+2 ||19-20 x4 ||P ||30 ft. ||S,A ||20 box ||Med ||3 lb. ||$825&lt;br /&gt;
|-&lt;br /&gt;
|HK G3&lt;br /&gt;
|-&lt;br /&gt;
|7.62mm Assault Rifle ||2d10+1 ||19-20 x4 ||P ||300 ft. ||S, A ||20 box ||Large ||11 lb. ||$925&lt;br /&gt;
|-&lt;br /&gt;
|HK MP5 9mm ||2d6+2 ||19-20 x4 ||P ||50 ft. ||S,B, A ||30 box ||Large ||7 lb. ||$1,000&lt;br /&gt;
|-&lt;br /&gt;
|HK MP5K&lt;br /&gt;
|-&lt;br /&gt;
|9mm Submachine Gun ||2d6+2 ||19-20 x4 ||P ||40 ft. ||S, B,A ||15 box ||Med ||5 lb. ||$925&lt;br /&gt;
|-&lt;br /&gt;
|HK PSG1&lt;br /&gt;
|-&lt;br /&gt;
|7.62mm Sniper Rifle ||2d10+1 ||19-20 x4 ||P ||300 ft. ||S ||5 box ||Large ||16 lb. ||$9,000&lt;br /&gt;
|-&lt;br /&gt;
|M16&lt;br /&gt;
|-&lt;br /&gt;
|5.56mm Assault Rifle ||2d8 ||19-20 x4 ||P ||100 ft. ||S, B or A ||30 box ||Large ||8 lb. ||$650&lt;br /&gt;
|-&lt;br /&gt;
|M4 Carbine&lt;br /&gt;
|-&lt;br /&gt;
|5.56mm Assault Rifle ||2d8 ||19-20 x4 ||P ||100 ft. ||S,,B,A ||30 box ||Large ||7 lb. ||$650&lt;br /&gt;
|-&lt;br /&gt;
|M-60&lt;br /&gt;
|-&lt;br /&gt;
|7.62 Machine Gun ||2d10+1 ||19-20 x4 ||P ||300 ft. ||A ||belt feed ||Huge ||22 lb. ||$15,000&lt;br /&gt;
|-&lt;br /&gt;
|MAC Ingram M10&lt;br /&gt;
|-&lt;br /&gt;
|.45 Machine Pistol ||2d6+2 ||19-20 x4 ||P ||40 ft. ||S, A ||30 box ||Med ||6 lb. ||$575&lt;br /&gt;
|-&lt;br /&gt;
|Skorpion&lt;br /&gt;
|-&lt;br /&gt;
|.32 Machine Pistol ||2d4 ||19-20 x4 ||P ||40 ft. ||S, A ||20 box ||Med ||4 lb. ||$750&lt;br /&gt;
|-&lt;br /&gt;
|Steyr AUG&lt;br /&gt;
|-&lt;br /&gt;
|5.56mm Assault Rifle ||2d8 ||19-20&lt;br /&gt;
|-&lt;br /&gt;
|X4 ||P ||150 ft. ||S,B, A ||30 box ||Large ||9 lb ||$925&lt;br /&gt;
|-&lt;br /&gt;
|TEC-9&lt;br /&gt;
|-&lt;br /&gt;
|9mm Machine Pistol ||2d6+2 ||19-20 x4 ||P ||40 ft. ||S, A ||32 box ||Med ||4 lb. ||$475&lt;br /&gt;
|-&lt;br /&gt;
|Uzi&lt;br /&gt;
|-&lt;br /&gt;
|9mm Submachine Gun ||2d6+2 ||19-20 x4 ||P ||40 ft. ||S, A ||20 box ||Large ||8 lb. ||$825&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Exotic Ranged Weapons&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Weapon &lt;br /&gt;
! Damage &lt;br /&gt;
! Critical &lt;br /&gt;
! Damage Type &lt;br /&gt;
! Range Increment &lt;br /&gt;
! Rate of Fire &lt;br /&gt;
! Cap &lt;br /&gt;
! Size &lt;br /&gt;
! Wt &lt;br /&gt;
! Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Flamethrower ||3d6 ||x4 ||Fire ||— ||1 ||10 int. ||Large ||50 lb. ||$750&lt;br /&gt;
|-&lt;br /&gt;
|M2HB&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Machine Gun ||1d12+3 ||19-20 x4 ||P ||200 ft. ||A ||belt feed ||Huge ||75 lb ||$17,000&lt;br /&gt;
|-&lt;br /&gt;
|M72A3 LAW&lt;br /&gt;
|-&lt;br /&gt;
|Rocket Launcher ||10d6 ||19-20 x4 ||— ||150 ft. ||1 ||1 int. ||Large ||5 lb. ||$575&lt;br /&gt;
|-&lt;br /&gt;
|M79&lt;br /&gt;
|-&lt;br /&gt;
|Grenade Launcher ||Varies ||— ||— ||70 ft. ||1 ||1 int. ||Large ||7 lb. ||$475&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Weapon Descriptions ==&lt;br /&gt;
;No Proficiency Required - Ranged&lt;br /&gt;
&lt;br /&gt;
Ranged weapons that are not firearms, there is no proficiency feat required to use these weapons.&lt;br /&gt;
* Pepper Spray&lt;br /&gt;
&lt;br /&gt;
A chemical irritant that can temporarily blind a target, pepper spray comes in a single-shot container. To use it, make a ranged touch attack against the target. The target must make a Fortitude saving throw (DC 15) or be blinded for 1d4 rounds. This has a max-range of 20 feet for the small canisters and 50 feet for large canisters.&lt;br /&gt;
* Taser&lt;br /&gt;
&lt;br /&gt;
On a successful hit, the darts deal 1d4 points of electrical damage and the target must make a Fortitude saving throw (DC 15) or be paralyzed for 1d6 rounds.&lt;br /&gt;
&lt;br /&gt;
;Simple Ranged Weapons&lt;br /&gt;
* Benelli 121 M1&lt;br /&gt;
&lt;br /&gt;
The Benelli 121 M1 semiautomatic shotgun is reliable, simple and sturdy.&lt;br /&gt;
* Beretta 92F&lt;br /&gt;
&lt;br /&gt;
The standard service Pistol of the United States military&lt;br /&gt;
* Beretta M3P&lt;br /&gt;
&lt;br /&gt;
Designed for police and security work, the M3P can fire either single shots or on semiautomatic. The 12-gauge shotgun M3P comes equipped with a tubular steel stock that folds over the top of the weapon to form a carrying handle and its ammunition feeds from a box magazine—an uncommon feature in a shotgun.&lt;br /&gt;
* Browning BPS&lt;br /&gt;
&lt;br /&gt;
This heavy shotgun fires the largest shotgun round available, the 10-gauge hell.&lt;br /&gt;
* Colt Double Eagle&lt;br /&gt;
&lt;br /&gt;
Based on the M1911 mechanism, this pistol is an updated civilian version that fires a 10mm round.&lt;br /&gt;
* Colt M1911&lt;br /&gt;
&lt;br /&gt;
This .45 semiautomatic pistol was used by the United States military for decades.&lt;br /&gt;
* Colt Python&lt;br /&gt;
&lt;br /&gt;
The Python has a well-deserved reputation for accuracy. Due to its high quality of manufacture, the Colt Python is always considered a mastercraft weapon. As such, it grants a +1 bonus on attack rolls.&lt;br /&gt;
* Compound Bow&lt;br /&gt;
&lt;br /&gt;
Bow hunting remains a popular sport in North America. A character&#039;s strength modifier applies to damage rolls made when using this weapon.&lt;br /&gt;
* Derringer&lt;br /&gt;
&lt;br /&gt;
This Pistol breaks open at the breech like a double-barreled shotgun. The two-shot weapon has one barrel atop the other and is barely 5 inches long, making it easy to conceal. Derringers can also be found in any pistol caliber.&lt;br /&gt;
* Desert Eagle&lt;br /&gt;
&lt;br /&gt;
Manufactured by Israeli Military Industries, the Desert Eagle is the king of large-frame, heavy-caliber autoloaders. This version fires the massive .50 Action Express round. The Desert Eagle also comes in .357 Magnum and .44 Magnum models.&lt;br /&gt;
* Glock 17&lt;br /&gt;
&lt;br /&gt;
The Glock is typical of 9mm self-loading pistols carried by many police officers and military personnel. Due to its high quality of manufacture, the Glock 17 is always considered a mastercraft weapon. As such, it grants a +1 bonus on attack rolls.&lt;br /&gt;
* Glock 20&lt;br /&gt;
&lt;br /&gt;
This slightly larger version of the Glock 17 is chambered for the slightly more powerful 10mm round.&lt;br /&gt;
&lt;br /&gt;
Due to its high quality of manufacture, the Glock 20 is always considered a mastercraft weapon. As such, it grants a +1 bonus on attack rolls.&lt;br /&gt;
* Mossberg&lt;br /&gt;
&lt;br /&gt;
The Mossberg Model 500 ATP6C is a pump-action shotgun designed for military and police work.&lt;br /&gt;
* Pathfinder&lt;br /&gt;
&lt;br /&gt;
The Pathfinder is a high-quality weapon used as a concealed backup weapon by police officers or for personal defense. The Pathfinder is typical of a number of short-barreled (3 inches) small-caliber revolvers.&lt;br /&gt;
* Remington 700&lt;br /&gt;
&lt;br /&gt;
A bolt-action rifle with a reputation for accuracy, the Remington 700 has been popular with hunters and target shooters since its introduction in the 1940s.&lt;br /&gt;
* Ruger Service-Six&lt;br /&gt;
&lt;br /&gt;
This revolver, designed specifically for police use, fires the .38 Special rounds.&lt;br /&gt;
* S&amp;amp;W M29&lt;br /&gt;
&lt;br /&gt;
The Smith &amp;amp; Wesson Model 29 .44 Magnum revolver fires one of the most powerful Pistol cartridges in the world. The M29 is known for its deafening sound, bright muzzle flash and powerful recoil.&lt;br /&gt;
* Sawed-Off Shotgun&lt;br /&gt;
&lt;br /&gt;
This is a 12-gauge, double-barreled shotgun with the stock and barrels sawed short. All that&#039;s left of the stock is a Pistol grip and the barrels are roughly 12 inches long. If this weapon is fully-loaded, a character can fire both barrels at once. The character receives a –2 penalty on the attack but deals +1 to damage with a successful hit. Attacking this way uses both shotgun shells.&lt;br /&gt;
* SITES M9 Resolver&lt;br /&gt;
&lt;br /&gt;
The compact SITES weapon is very narrow, making it easy to conceal.&lt;br /&gt;
* Walther PPK&lt;br /&gt;
&lt;br /&gt;
The PPK is a small, simple and reliable autoloader with a design that dates back to the 1930s. It remains in widespread service among European police, military and government agencies.&lt;br /&gt;
* Winchester 94&lt;br /&gt;
&lt;br /&gt;
The Winchester Model 94 Big Bore is a lever-action rifle typical of big-bore hunting rifles found around the world.&lt;br /&gt;
;Martial Ranged Weapons&lt;br /&gt;
* AKM/AK-47&lt;br /&gt;
&lt;br /&gt;
This assault rifle of the old Soviet Union is one of the most popular firearms in the world, having found common use in scores of bush wars and insurrections—on all sides of such conflicts.&lt;br /&gt;
&lt;br /&gt;
The AKM is a slightly more modern version of the AK-47, but functions essentially the same.&lt;br /&gt;
* Barrett Light Fifty&lt;br /&gt;
&lt;br /&gt;
The heavy but rugged Light Fifty is an incredibly powerful weapon for its size. Although it&#039;s a sniper rifle, it fires a .50-caliber machine gun round, a round much more powerful than any other rifle ammunition. Note: Technically classed as an “anti-material rifle” rather than a “sniper rifle,” thus the use of a machine gun round rather than a standard rifle round.&lt;br /&gt;
* Beretta 93R&lt;br /&gt;
&lt;br /&gt;
This close relative of the Beretta 92F looks like a large autoloader but can fire on automatic. It sports a fold-down grip in front of the trigger guard, an extendable steel shoulder stock that is attached to the butt of the Pistol and an extended magazine.&lt;br /&gt;
&lt;br /&gt;
This weapon features a three-round burst setting.&lt;br /&gt;
* HK G3&lt;br /&gt;
&lt;br /&gt;
The G3 fires the powerful 7.62 mm cartridge, a round used in many light machine guns but increasingly uncommon in assault rifles. At one time, over sixty of the world&#039;s armies used this rifle.&lt;br /&gt;
* HK MP5&lt;br /&gt;
&lt;br /&gt;
The Heckler &amp;amp; Koch MP5 family of weapons is among the most recognizable in the world. Many different designs exist; described here is the most basic model.&lt;br /&gt;
&lt;br /&gt;
Due to its high quality of manufacture, the MP5 is always considered a mastercraft weapon. As such, it grants a +1 bonus on attack rolls.&lt;br /&gt;
&lt;br /&gt;
This weapon features a three-round burst setting.&lt;br /&gt;
* HK MP5K&lt;br /&gt;
&lt;br /&gt;
A radically shortened version of the MP5, this weapon is optimized to be concealable. The steps taken to reduce the weapon&#039;s size and weight negate the benefits of the parent weapon&#039;s extraordinary quality and as a result the MP5K is not a mastercraft weapon.&lt;br /&gt;
&lt;br /&gt;
Although it comes with a 15-round magazine, the MP5K can also accept the same 30-round magazine as the MP5 (use of the larger magazine increases the weapon&#039;s size to Large, though).&lt;br /&gt;
&lt;br /&gt;
This weapon features a three-round burst setting.&lt;br /&gt;
* HK PSG1&lt;br /&gt;
&lt;br /&gt;
This high-precision sniper rifle, based on the design of the HK G3, has a fully adjustable trigger and stock for individual users. The PSG1 comes with a standard scope.&lt;br /&gt;
&lt;br /&gt;
Due to its high quality of manufacture, the PSG1 is always considered a mastercraft weapon. As such, it grants a +1 bonus on attack rolls.&lt;br /&gt;
* M16A2&lt;br /&gt;
&lt;br /&gt;
Typical of the assault rifles used by militaries around the world, the Colt M16A2 is the current service rifle of the United States military and is common with other armies and in the civilian world.&lt;br /&gt;
&lt;br /&gt;
The A3 has a three-round burst setting, with a ROF: S, B.&lt;br /&gt;
&lt;br /&gt;
The A4 does not have the three-round burst setting, with a ROF: S, A&lt;br /&gt;
* M4 Carbine&lt;br /&gt;
&lt;br /&gt;
This is a cut-down version of the Colt M16A2, shortened by about a third by means of a telescoping stock and a shorter barrel.&lt;br /&gt;
* M-60&lt;br /&gt;
&lt;br /&gt;
Introduced in the Vietnam War era, this medium machine gun is still in widespread use with the U.S. military and that of several other armies.&lt;br /&gt;
* MAC Ingram M10&lt;br /&gt;
&lt;br /&gt;
No longer in production, about 10,000 of these small submachine guns were made and supplied to United States police forces, the U.S. Army, Cuba and Peru. Light pressure on the trigger produces single shots, while increased pressure brings automatic fire.&lt;br /&gt;
&lt;br /&gt;
The M10 accepts a suppressor without modification.&lt;br /&gt;
* Skorpion&lt;br /&gt;
&lt;br /&gt;
The CZ61 Skorpion is a Czech machine Pistol seen increasingly in the West since the collapse of the Soviet Union. Originally intended for military vehicle crews who don&#039;t have space for an unwieldy longarms, it was widely distributed to Communist countries and in central Africa and can now be found anywhere in the world.&lt;br /&gt;
* Steyr AUG&lt;br /&gt;
&lt;br /&gt;
An unusual and exotic-looking weapon, the bull pup AUG is the standard rifle of the Austrian and Australian armies. It&#039;s completely ambidextrous components make it equally convenient for left- and right-handed users. It features a built-in optical sight gaining a +1 to attack rolls. This weapon features a three-round burst setting.&lt;br /&gt;
* TEC-9&lt;br /&gt;
&lt;br /&gt;
The Intratec TEC-9 is an inexpensive machine pistol popular with Infiltrators because it can be modified with a Craft (mechanical) check DC 15 to fire on automatic. The Pistol only works on semiautomatic fire or, if modified, only on automatic. Once modified to fire on automatic, the TEC-9 cannot be changed back to semiautomatic.&lt;br /&gt;
* Uzi&lt;br /&gt;
&lt;br /&gt;
Designed in the 1950s for the Israeli army, the Uzi has become the most popular submachine gun in the world. It features a collapsible stock, making it extremely compact.&lt;br /&gt;
&lt;br /&gt;
;Exotic Ranged Weapons&lt;br /&gt;
* Flamethrower&lt;br /&gt;
&lt;br /&gt;
A flamethrower consists of a pressurized backpack containing fuel, connected to a tube with a nozzle. It shoots a 5-foot-wide, 30-foot-long line of flame that deals 3d6 points of fire damage to all individuals and objects in its path. No attack roll is necessary. Any individual caught in the line of flame can make a Reflex save (DC 15) to take half damage. Individuals with cover get a bonus on their Reflex save.&lt;br /&gt;
&lt;br /&gt;
A flamethrower&#039;s backpack has hardness 5 and 5 hit points. When worn, the backpack has a AC equal to 9 + the wearer&#039;s Dexterity modifier + the wearer&#039;s class bonus. A backpack reduced to 0 hit points ruptures and explodes, dealing 6d6 points of fire damage to the wearer (no save allowed) and 3d6 points of splash damage to individuals and objects in adjacent 5-foot squares (Reflex save, DC 15, for half damage).&lt;br /&gt;
&lt;br /&gt;
Any individual or flammable object that takes damage from a flamethrower catches on fire; taking 1d6 points of fire damage each subsequent round until the flames are extinguished. A fire engulfing a single individual or object can be doused or smothered as a full-round action. Discharging a fire extinguisher is a move action and instantly smothers flames in a 10-foot-by-10-foot area.&lt;br /&gt;
&lt;br /&gt;
A flamethrower can shoot 10 times before the fuel supply is depleted.&lt;br /&gt;
* M2HB&lt;br /&gt;
&lt;br /&gt;
This heavy-duty .50-caliber machine gun has been in service since World War II and remains a very common vehicle-mounted military weapon around the world.&lt;br /&gt;
* M72A3 LAW&lt;br /&gt;
&lt;br /&gt;
The LAW (light antitank weapon) is a disposable, one-shot rocket launcher. It comes as a short, telescoped fiberglass and aluminum tube. Before using the weapon, the firer must first arm and extend the tube, which is a move action.&lt;br /&gt;
&lt;br /&gt;
When the LAW hits its target, it explodes like a grenade or other explosive, dealing its 10d6 points of damage to all individuals within a 10-foot radius (Reflex save DC 18 for half damage).&lt;br /&gt;
&lt;br /&gt;
The LAW ignores up to 10 points of hardness if it strikes a vehicle, building, or object. However, this only applies to the target struck, not to other objects within the burst radius.&lt;br /&gt;
&lt;br /&gt;
The M72 has a minimum range of 30 feet. If fired against a target closer than 30 feet away, it does not arm and will not explode.&lt;br /&gt;
* M79&lt;br /&gt;
&lt;br /&gt;
This weapon is a single-shot grenade launcher. It fires 40mm grenades (see under Grenades and Explosives). These grenades look like huge rounds an inch and a half across; they can&#039;t be used as hand grenades and the M79 can&#039;t shoot hand grenades.&lt;br /&gt;
&lt;br /&gt;
Attacking with an M79 is identical to throwing an explosive: you make a ranged attack against a specific 5-foot square (instead of targeting a person or individual). The differences between using the M79 and throwing an explosive lie in the range of the weapon (which far exceeds the distance a hand grenade can be thrown) and the fact that the M79 requires a weapon proficiency to operate without penalty.&lt;br /&gt;
;Explosives&lt;br /&gt;
&lt;br /&gt;
These weapons explode or burst, dealing damage to individuals or objects within an area.&lt;br /&gt;
&lt;br /&gt;
Explosives can be thrown or set off in place, depending on the type of explosive device. Dynamite and hand grenades are examples of these weapons.&lt;br /&gt;
&lt;br /&gt;
All explosives must be detonated. Some, such as grenades, include built-in detonators. (Pulling the pin on a grenade is a free action.) Others require timers or other devices to set them off. Detonators are covered in Weapon Accessories.&lt;br /&gt;
&lt;br /&gt;
Explosives require no proficiency to use normally.&lt;br /&gt;
* Thrown Explosives&lt;br /&gt;
&lt;br /&gt;
Make a ranged attack against an unoccupied grid intersection (AC 5 plus range penalties.)&lt;br /&gt;
&lt;br /&gt;
**    Hit: Individuals in all adjacent squares are dealt damage.&lt;br /&gt;
**    Miss: First, roll 1d8 to determine the miss direction of the throw.&lt;br /&gt;
**    1 - Falls short (straight line towards the thrower).&lt;br /&gt;
**    2 through 8 - Count around the target individual or grid intersection in a clockwise direction.&lt;br /&gt;
&lt;br /&gt;
Then, count a number of squares in the indicated direction equal to the number of range increments thrown. The thrown object lands that number of spaces away from the target.&lt;br /&gt;
&lt;br /&gt;
Finally, the item deals damage to all individuals in the square it lands in and in all adjacent squares.&lt;br /&gt;
* Planted Explosives&lt;br /&gt;
&lt;br /&gt;
A planted explosive is set in place, with a timer or fuse determining when it goes off. No attack roll is necessary to plant an explosive; the explosive sits where it is placed until it is moved or goes off.&lt;br /&gt;
&lt;br /&gt;
When a planted explosive detonates, it deals its damage to all targets within the burst radius of the weapon. The targets may make Reflex saves (DC varies according to the explosive type) for half damage.&lt;br /&gt;
* Explosives Table&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039;: The damage dealt by the weapon.&lt;br /&gt;
&lt;br /&gt;
Burst Radius/Splash Damage: All individuals or objects within the burst radius take damage from the explosive.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage Type&#039;&#039;&#039;: Damage from explosives and splash weapons is classified according to type.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Critical&#039;&#039;&#039;: The threat range for a critical hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reflex DC&#039;&#039;&#039;: Any individual caught within the burst radius of an explosive may make a Reflex save against the DC given in this column for half damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Range Increment&#039;&#039;&#039;: If the weapon can be thrown, its range increment is shown in this column. Explosives with no range increment must be set in place before being detonated.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Size&#039;&#039;&#039;: A Small or smaller weapon is considered a light weapon. Medium-size or smaller weapon can be used one-handed or two-handed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weight&#039;&#039;&#039;: This column gives the weapon&#039;s weight.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cost&#039;&#039;&#039;: This is the purchase cost to acquire the weapon. This number reflects the base price and doesn&#039;t include any modifier for purchasing the weapon on the black market.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Grenades and Explosives&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Weapon &lt;br /&gt;
! Damage &lt;br /&gt;
! Critical &lt;br /&gt;
! Damage Type &lt;br /&gt;
! Burst Radius &lt;br /&gt;
! Reflex DC &lt;br /&gt;
! Range Increment &lt;br /&gt;
! Size &lt;br /&gt;
! Weight &lt;br /&gt;
! Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|40mm Fragmentation Grenade ||6d6 ||19-20 x4 ||Slashing ||10 ft. ||15 ||— ||Tiny ||1 lb. ||$650&lt;br /&gt;
|-&lt;br /&gt;
|C4/Semtex ||4d6 ||19-20 x4 ||Bludgeoning ||10 ft. ||18 ||— ||Small ||1 lb. ||$300&lt;br /&gt;
|-&lt;br /&gt;
|Det Cord ||2d6 ||20x4 ||Fire ||See text ||12 ||— ||Med ||2 lb. ||$100&lt;br /&gt;
|-&lt;br /&gt;
|Dynamite ||2d6 ||19-20/x4 ||Bludgeoning ||5 ft. ||15 ||10 ft. ||Tiny ||1 lb. ||$300&lt;br /&gt;
|-&lt;br /&gt;
|Fragmentation Grenade ||6d6 ||19-20/x4 ||Slashing ||20 ft. ||15 ||10 ft. ||Tiny ||1 lb. ||$575&lt;br /&gt;
|-&lt;br /&gt;
|Molotov Cocktail ||1d6/&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|1d4 Splash&lt;br /&gt;
|-&lt;br /&gt;
|||20 ||Fire ||5 ft ||12 ||10 ft ||Small ||1 lb ||$10&lt;br /&gt;
|-&lt;br /&gt;
|Smoke Grenade ||See text ||— ||— ||See text ||— ||10 ft. ||Small ||2 lb. ||$50&lt;br /&gt;
|-&lt;br /&gt;
|Tear gas Grenade ||See text ||— ||— ||See text ||— ||10 ft. ||Small ||2 lb. ||$300&lt;br /&gt;
|-&lt;br /&gt;
|Thermite Grenade ||8d6 ||19-20/x4 ||Fire ||5 ft. ||12 ||10 ft. ||Small ||2 lb. ||$850&lt;br /&gt;
|-&lt;br /&gt;
|White Phosphorus Grenade ||8d6 ||19-20 x4 ||Fire ||20 ft. ||12 ||10 ft. ||Small ||2 lb. ||$625&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Grenades and Explosives&lt;br /&gt;
&lt;br /&gt;
Many explosives require detonators, which are described in Weapon Accessories.&lt;br /&gt;
&lt;br /&gt;
No feat is required to use these thrown weapons.&lt;br /&gt;
* 40mm Fragmentation Grenade&lt;br /&gt;
&lt;br /&gt;
This small explosive device must be fired from a 40mm grenade launcher, such as the M79. It sprays shrapnel in all directions when it explodes.&lt;br /&gt;
&lt;br /&gt;
The cost given is for a box of 6 grenades.&lt;br /&gt;
* C4/Semtex&lt;br /&gt;
&lt;br /&gt;
So-called “plastic” explosives resemble slabs of wax and can take various shapes. The information on the table represents a 1-pound block. Additional blocks can be wired together, increasing the damage and burst radius; each additional block increases the damage by +2d6 and the burst radius by 2 feet and requires a Craft (explosives) check (DC 15) to link them.&lt;br /&gt;
&lt;br /&gt;
The cost given represents a package of 4 blocks.&lt;br /&gt;
&lt;br /&gt;
C4/Semtex requires a detonator to set off.&lt;br /&gt;
* Det Cord&lt;br /&gt;
&lt;br /&gt;
Det cord is an explosive in a rope-like form. Technically, det cord doesn&#039;t explode—but it burns so fast (4,000 yards per second) that it might as well be exploding. Normally used to string multiple explosive charges together for simultaneous detonation (allowing a single detonator to set them all off) det cord can also be looped around a tree or post or other object to cut it neatly in half.&lt;br /&gt;
&lt;br /&gt;
The information on the table represents a 50-foot length. A length of det cord can be spread out to pass through up to ten 5-foot squares. When this is the case, it deals the indicated damage to all individuals in each 5-foot square through which it passes.&lt;br /&gt;
&lt;br /&gt;
It can also be doubled up; for each additional 5 feet of cord within a single 5-foot square, increase the damage by +1d6.&lt;br /&gt;
&lt;br /&gt;
Det cord requires a detonator to set it off.&lt;br /&gt;
* Dynamite&lt;br /&gt;
&lt;br /&gt;
Perhaps one of the most common and straightforward explosives, dynamite is very stable under normal conditions. A stick of dynamite requires a fuse or detonator to set it off. Additional sticks can be set off at the same time if they are within the burst radius of the first stick, increasing the damage and burst radius of the explosion. Each additional stick increases the damage by +1d6 (maximum 10d6) and the burst radius by 5 feet (maximum 20 feet).&lt;br /&gt;
&lt;br /&gt;
It&#039;s possible to wire together several sticks of dynamite for even greater explosive effect. Doing so requires a Craft (explosives) (DC 10 + 1 per stick). If the character succeeds on the check, the damage or the burst radius of the explosion increases by 50% (the character&#039;s choice).&lt;br /&gt;
&lt;br /&gt;
Dynamite is sold in boxes of 12 sticks.&lt;br /&gt;
&lt;br /&gt;
To set off dynamite using a fuse, the fuse must first be lit, requiring a move action (and a lighter or other source of flame). The amount of time until the dynamite explodes depends on the length of the fuse—a fuse can be cut short enough for the dynamite to detonate in the same round (allowing it to be used much like a grenade) or long enough to take several minutes to detonate. Cutting the fuse to the appropriate length requires a move action.&lt;br /&gt;
* Fragmentation Grenade&lt;br /&gt;
&lt;br /&gt;
The most common military grenade, this is a small explosive device that sprays shrapnel in all directions when it explodes.&lt;br /&gt;
&lt;br /&gt;
The cost given is for a box of 6 grenades.&lt;br /&gt;
* Molotov Cocktail&lt;br /&gt;
&lt;br /&gt;
A Molotov cocktail is a flask containing a flammable liquid, plugged with a rag. A Molotov cocktail is easily made by hand with a Craft (explosives) DC 10 or Intelligence check DC 15.&lt;br /&gt;
&lt;br /&gt;
To use it, the rag must first be lit, requiring a move action (and a lighter or other source of flame). The cocktail detonates in 2 rounds or on impact with a solid object, whichever comes first.&lt;br /&gt;
&lt;br /&gt;
A target that takes a direct hit is dealt an additional 1d6 points of fire damage in the following round and risks catching on fire.&lt;br /&gt;
* Smoke Grenade&lt;br /&gt;
&lt;br /&gt;
On the round when it is thrown, a smoke grenade fills the four squares around it with smoke. On the following round, it fills all squares within 10 feet and on the third round it fills all squares within 15 feet. The smoke obscures all sight, including the darkvision ability granted by night vision goggles. Any individual within the area has total concealment. It disperses after 10 rounds, though a moderate wind (11+ mph) disperses the smoke in 4 rounds and a strong wind (21+ mph) disperses it in 1 round. Smoke grenades are available in several colors, including white, red, yellow, green and purple. As such, they can be used as signal devices.&lt;br /&gt;
&lt;br /&gt;
The cost given is for a box of 6 grenades.&lt;br /&gt;
* Tear Gas Grenade&lt;br /&gt;
&lt;br /&gt;
On the round that it is thrown, a tear gas grenade fills a 5-foot radius with a cloud of irritant that causes eyes to fill with tears. On the following round, it fills a 10-foot radius and on the third round it fills a 15-foot radius. It disperses after 10 rounds, though a moderate wind (11+ mph) disperses the smoke in 4 rounds and a strong wind (21+ mph) disperses it in 1 round.&lt;br /&gt;
&lt;br /&gt;
A character caught in a cloud of tear gas must make a Fortitude save (DC 15) or be nauseated. This effect lasts as long as the character is in the cloud and for 1d6 rounds after he or he leaves the cloud. A gas mask renders the target immune to the effects. A wet cloth held over the eyes, nose and mouth provides a +2 bonus on the Fortitude save.&lt;br /&gt;
&lt;br /&gt;
The cost given is for a box of 6 grenades.&lt;br /&gt;
* Thermite Grenade&lt;br /&gt;
&lt;br /&gt;
Thermite does not technically explode. Instead, it creates intense heat meant to burn or melt through an object upon which the grenade is set. Military forces use thermite grenades to quickly destroy key pieces of equipment.&lt;br /&gt;
&lt;br /&gt;
The cost given is for a box of 6 grenades.&lt;br /&gt;
* White Phosphorus Grenade&lt;br /&gt;
&lt;br /&gt;
White phosphorus grenades use an explosive charge to distribute burning phosphorus across the burst radius. Any target that takes damage from a White Phosphorus grenade is dealt an additional 2d6 points of fire damage in the following round and risks catching on fire.&lt;br /&gt;
&lt;br /&gt;
In addition, a WP grenade creates a cloud of smoke. Treat a white phosphorus grenade as a smoke grenade.&lt;br /&gt;
&lt;br /&gt;
The cost given is for a box of 6 grenades.&lt;br /&gt;
&lt;br /&gt;
== Melee Weapons ==&lt;br /&gt;
&lt;br /&gt;
Melee weapons are used in close combat and they are generally among the simplest types of weapons.&lt;br /&gt;
;Melee Weapons Table&lt;br /&gt;
&lt;br /&gt;
Melee weapons are described by a number of statistics, as shown on Table: Melee Weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039;: The damage the weapon deals on a successful hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Critical&#039;&#039;&#039;: The threat range for a critical hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage Type&#039;&#039;&#039;: Melee weapon damage is classified according to type: bludgeoning, energy, piercing and slashing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Range Increment&#039;&#039;&#039;: Melee weapons that are designed to be thrown can be used to make ranged attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Size&#039;&#039;&#039;: A Small or smaller weapon is considered a light weapon. It can be used one-handed and, as a light weapon, is easier to use in a character&#039;s off hand.&lt;br /&gt;
&lt;br /&gt;
A Medium-size or smaller weapon can be used one-handed or two-handed.&lt;br /&gt;
&lt;br /&gt;
A Large weapon requires two hands.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weight&#039;&#039;&#039;: This column gives the weapon&#039;s weight.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cost&#039;&#039;&#039;: This is the purchase cost to acquire the weapon.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Simple Melee Weapons&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Weapon &lt;br /&gt;
! Damage &lt;br /&gt;
! Critical &lt;br /&gt;
! Damage Type &lt;br /&gt;
! Range Increment &lt;br /&gt;
! Size &lt;br /&gt;
! Weight &lt;br /&gt;
! Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Cleaver ||1d6 ||19–20 ||Slashing ||10 ft. ||Small ||2 lb. ||$10&lt;br /&gt;
|-&lt;br /&gt;
|Knife ||1d4 ||19–20 ||Piercing ||10 ft. ||Tiny ||1 lb. ||$15&lt;br /&gt;
|-&lt;br /&gt;
|Metal Baton ||1d6 ||19–20 ||Bludgeoning ||— ||Med ||2 lb. ||$25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Exotic Melee Weapons&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Weapon &lt;br /&gt;
! Damage &lt;br /&gt;
! Critical &lt;br /&gt;
! Damage Type &lt;br /&gt;
! Range Increment &lt;br /&gt;
! Size &lt;br /&gt;
! Weight &lt;br /&gt;
! Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Chain saw ||3d6 ||18–20 x4 ||Slashing ||— ||Large ||10 lb. ||$150&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+No Feat Required Melee Weapons&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Weapon &lt;br /&gt;
! Damage &lt;br /&gt;
! Critical &lt;br /&gt;
! Damage Type &lt;br /&gt;
! Range Increment &lt;br /&gt;
! Size &lt;br /&gt;
! Weight &lt;br /&gt;
! Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Pistol Whip ||1d4 ||20 ||Bludgeoning ||— ||Small ||— ||—&lt;br /&gt;
|-&lt;br /&gt;
|Rifle Butt ||1d6 ||20 ||Bludgeoning ||— ||Large ||— ||—&lt;br /&gt;
|-&lt;br /&gt;
|Straight Razor ||1d3 ||18–20 ||Slashing ||— ||Tiny ||0.5 lb. ||$5&lt;br /&gt;
|-&lt;br /&gt;
|Stun Gun ||1d3 ||20 ||Electricity ||— ||Tiny ||1 lb. ||$40&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Simple Melee Weapons&lt;br /&gt;
&lt;br /&gt;
Generally inexpensive and light in weight, simple weapons get the job done nevertheless.&lt;br /&gt;
* Cleaver&lt;br /&gt;
&lt;br /&gt;
Heavy kitchen knives can be snatched up for use as weapons in homes and restaurants.&lt;br /&gt;
* Knife&lt;br /&gt;
&lt;br /&gt;
This category of weapon includes hunting knives, butterfly knives and switchblades.&lt;br /&gt;
* Metal Baton&lt;br /&gt;
&lt;br /&gt;
This weapon can be collapsed to reduce its size and increase its conceal-ability. Extending or collapsing the baton is a free action.&lt;br /&gt;
;Exotic Melee Weapons.&lt;br /&gt;
* Chain Saw&lt;br /&gt;
&lt;br /&gt;
Military and police units use powered saws to cut through fences and open doors rapidly.&lt;br /&gt;
;No Proficiency Required Melee Weapons&lt;br /&gt;
* Pistol Whip&lt;br /&gt;
&lt;br /&gt;
Using a Pistol as a melee weapon can deal greater damage than attacking unarmed.&lt;br /&gt;
* Rifle Butt&lt;br /&gt;
&lt;br /&gt;
The butt of a rifle can be used as an impromptu club.&lt;br /&gt;
* Straight Razor&lt;br /&gt;
&lt;br /&gt;
Favored by old-school organized crime “mechanics,” this item can still be found in some barbershops and shaving kits.&lt;br /&gt;
* Stun Gun&lt;br /&gt;
&lt;br /&gt;
Although the name suggests a ranged weapon, a stun gun requires physical contact to affect its target. The stun gun deals 1d3 points of electricity damage and the target must make a Fortitude saving throw (DC 15) or be paralyzed for 1d6 rounds.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Accessories&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Object &lt;br /&gt;
! Size &lt;br /&gt;
! Weight &lt;br /&gt;
! Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Box magazine ||Tiny ||0.5 lb. ||$5&lt;br /&gt;
|-&lt;br /&gt;
|Detonator, Blasting Cap ||Tiny ||0.5 lb. ||$20&lt;br /&gt;
|-&lt;br /&gt;
|Detonator, Radio Controlled ||Tiny ||0.5 lb. ||$40&lt;br /&gt;
|-&lt;br /&gt;
|Detonator, Timed ||Tiny ||0.5 lb. ||$30&lt;br /&gt;
|-&lt;br /&gt;
|Detonator, Wired ||Tiny ||1 lb. ||$20&lt;br /&gt;
|-&lt;br /&gt;
|Holster, Hip ||Tiny ||1 lb. ||$35&lt;br /&gt;
|-&lt;br /&gt;
|Holster, Concealed ||Tiny ||0.5 lb. ||$40&lt;br /&gt;
|-&lt;br /&gt;
|Illuminator ||Tiny ||0.5 lb. ||$85&lt;br /&gt;
|-&lt;br /&gt;
|Laser sight ||Tiny ||0.5 lb. ||$25&lt;br /&gt;
|-&lt;br /&gt;
|Scope, Standard ||Tiny ||0.5 lb. ||$70&lt;br /&gt;
|-&lt;br /&gt;
|Scope, Electro-Optical ||Small ||3 lb. ||$110&lt;br /&gt;
|-&lt;br /&gt;
|Speed loader ||Tiny ||0.5 lb. ||$25&lt;br /&gt;
|-&lt;br /&gt;
|Suppressor, Pistol ||Tiny ||1 lb. ||$250&lt;br /&gt;
|-&lt;br /&gt;
|Suppressor, Rifle ||Small ||4 lb. ||$400&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>99.91.0.249</name></author>
	</entry>
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